WorldGen V1.3 — Multiplayer Support for Infinite Procedural Terrain (UE5) @CodeLikeMe
WorldGen V1.3 — Multiplayer Support for Infinite Procedural Terrain (UE5)  @CodeLikeMe
Uploaded May 2026 | Updated September 2026, 2 weeks ago
Runtime infinite terrain for Unreal Engine 5 — now with multiplayer support. V1.3 streams terrain around every connected player simultaneously. Dedicated servers build collision geometry only, skipping visual mesh and foliage to minimize server cost. Per-player gravity delay prevents fall-through on spawn, including late joiners. No loading screens, no baking, no pre-built heightmaps. Drop one actor into your level, assign a material, hit Play.

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🌍 GET WORLDGEN
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► Get it on FAB: fab.com/listings/e4e93fbe-9326-40b8-a043-a809f788306a
► Project File: patreon.com/posts/157226935 .
► Free Playable Demo: patreon.com/posts/156846235
► Documentation: patreon.com/posts/156885289

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⏱ TIMESTAMPS
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00:05 Introduction to WorldGen v1.3
00:11 Multiplayer support announcement
00:26 Drag and drop terrain generation system
00:34 Deterministic generation explained
00:39 Same seed = identical generation on both instances
00:53 Works with dedicated servers & multiplayer
01:02 Demo — players moving in different directions
01:34 Local generation = minimal server load
01:38 No terrain replication needed
01:50 Caveat: runtime terrain modification not yet supported
02:08 Planned for future updates
02:21 v1.3 wrap-up
02:25 Where to download (Patreon & Fab)
02:44 Full tutorial series mentioned


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🚀 WHAT'S INCLUDED
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✔ Infinite chunk streaming — actor pool, no spawn/destroy overhead
✔ Fully async mesh generation — game thread never blocked
✔ Layered noise stack — Perlin, OpenSimplex2, Cellular, Ridged Multi, Domain Warp
✔ Continental masking — mountains only appear where land is
✔ Biome blending — blend weights baked into vertex colors (Grass / Rock / Snow / Beach / Underwater)
✔ Foliage system — HISM scatter on thread pool, driven by BiomeFoliageAsset data assets
✔ Dense grass system — ISM ground cover on radius-based world-snapped grid
✔ Per-asset grass radius, resolution, density, slope, collision control
✔ Slope Sink Depth — auto-corrects floating blades on slopes
✔ Hydraulic erosion — particle droplet simulation carves natural valleys and ridges
✔ Configurable erosion: Droplets, Strength, Deposition, Inertia, Sediment Capacity, Brush Radius
✔ Multiplayer support — terrain streams around all connected players (NEW in V1.3)
✔ Dedicated server optimization — collision-only geometry, zero foliage/grass on servers (NEW in V1.3)
✔ Per-player gravity delay — applied per player including late joiners (NEW in V1.3)
✔ Water plane with configurable update interval
✔ Seamless chunk normals — no visible tile seams
✔ Full C++ source included
✔ Verified on UE 5.4, 5.5, 5.6, 5.7

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🎮 SUPPORT & COMMUNITY
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► Patreon (project files, early access): patreon.com/cw/CodeLikeMe
► Subscribe for more UE5 dev content: youtube.com/codelikeme

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#UnrealEngine #UE5 #GameDev #ProceduralGeneration #IndieDev #OpenWorld #Multiplayer #DedicatedServer #UnrealEngine5 #TerrainGeneration #CppPlugin #WorldGen #ProceduralTerrain #MultiplayerGames

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WorldGen V1.3 — Multiplayer Support for Infinite Procedural Terrain (UE5)

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