Uploaded May 2026 | Updated September 2026, 2 weeks ago
Runtime infinite terrain for Unreal Engine 5 — now with dynamic terrain LOD. V1.5 streams high-detail terrain near the player and low-poly far terrain for massive view distances without performance cost. Seamless LOD transitions, optimized multiplayer, and terrain deformation included. 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/157306553
► Free Playable Demo: patreon.com/posts/156846235
► Documentation: patreon.com/posts/156885289
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🎮 ALL FEATURES (V1.0 - V1.5)
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✔ Infinite chunk streaming — actor pool, no spawn/destroy overhead
✔ Fully async mesh generation — game thread never blocked
✔ Dynamic terrain LOD — high-detail near, low-poly far (NEW in V1.5)
✔ Seamless LOD transitions — no visible pop-in or seams (NEW in V1.5)
✔ Far terrain rendering — ultra-low-poly distant chunks for massive view distances (NEW in V1.5)
✔ 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
✔ Terrain deformation — sculpt with spherical brushes in real-time
✔ Fixed texture world scale — independent of tile size and resolution
✔ Fixed foliage grid — independent of mesh resolution
✔ Multiplayer support — terrain streams around all connected players with LOD awareness
✔ Dedicated server optimization — collision-only geometry, zero foliage/grass on servers
✔ Per-player gravity delay — applied per player including late joiners
✔ 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
────────────────────────────────────────
🎮 SUPPORT & COMMUNITY
────────────────────────────────────────
► 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 #TerrainLOD #TerrainDeformation #UnrealEngine5 #TerrainGeneration #CppPlugin #WorldGen #ProceduralTerrain #DeveloperTools
► 👇 𝐒𝐮𝐩𝐩𝐨𝐫𝐭 𝐓𝐡𝐞 𝐂𝐡𝐚𝐧𝐧𝐞𝐥 // 𝐁𝐞𝐜𝐨𝐦𝐞 𝐀 𝐏𝐚𝐭𝐫𝐨𝐧!
patreon.com/codelikeme
Runtime infinite terrain for Unreal Engine 5 — now with dynamic terrain LOD. V1.5 streams high-detail terrain near the player and low-poly far terrain for massive view distances without performance cost. Seamless LOD transitions, optimized multiplayer, and terrain deformation included. No loading screens, no baking, no pre-built heightmaps. Drop one actor into your level, assign a material, hit Play.
────────────────────────────────────────
🌍 GET WORLDGEN
────────────────────────────────────────
► Get it on FAB: fab.com/listings/e4e93fbe-9326-40b8-a043-a809f788306a
► Project File: patreon.com/posts/157306553
► Free Playable Demo: patreon.com/posts/156846235
► Documentation: patreon.com/posts/156885289
────────────────────────────────────────
🎮 ALL FEATURES (V1.0 - V1.5)
────────────────────────────────────────
✔ Infinite chunk streaming — actor pool, no spawn/destroy overhead
✔ Fully async mesh generation — game thread never blocked
✔ Dynamic terrain LOD — high-detail near, low-poly far (NEW in V1.5)
✔ Seamless LOD transitions — no visible pop-in or seams (NEW in V1.5)
✔ Far terrain rendering — ultra-low-poly distant chunks for massive view distances (NEW in V1.5)
✔ 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
✔ Terrain deformation — sculpt with spherical brushes in real-time
✔ Fixed texture world scale — independent of tile size and resolution
✔ Fixed foliage grid — independent of mesh resolution
✔ Multiplayer support — terrain streams around all connected players with LOD awareness
✔ Dedicated server optimization — collision-only geometry, zero foliage/grass on servers
✔ Per-player gravity delay — applied per player including late joiners
✔ 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
────────────────────────────────────────
🎮 SUPPORT & COMMUNITY
────────────────────────────────────────
► Patreon (project files, early access): patreon.com/cw/CodeLikeMe
► Subscribe for more UE5 dev content: youtube.com/codelikeme
────────────────────────────────────────
#UnrealEngine #UE5 #GameDev #ProceduralGeneration #IndieDev #OpenWorld #TerrainLOD #TerrainDeformation #UnrealEngine5 #TerrainGeneration #CppPlugin #WorldGen #ProceduralTerrain #DeveloperTools
► 👇 𝐒𝐮𝐩𝐩𝐨𝐫𝐭 𝐓𝐡𝐞 𝐂𝐡𝐚𝐧𝐧𝐞𝐥 // 𝐁𝐞𝐜𝐨𝐦𝐞 𝐀 𝐏𝐚𝐭𝐫𝐨𝐧!
patreon.com/codelikeme



![Why More FPS Made My UE5 Game Feel WORSE
I packaged my UE5 city builder, ran it at 200+ FPS, and it felt awful. Stuttery, jolty, every camera pan made me wince. The fix was three lines in an ini file. Heres the story.
This video walks through how I diagnosed it with `stat unit` and `stat unitgraph`, why high FPS made the same spike feel six times worse than it would at 60 FPS, the math behind perceived smoothness, and the exact `DefaultEngine.ini` changes that fixed it. The deeper lesson — variance beats raw rate — applies to most performance work, not just UE.
The underlying chunk-upload spike that caused this is still there; capping the FPS just changed how big it felt. The proper fix (PSO precaching, lowering MaxBuildsPerFrame, foliage density tuning) is a separate video. For now, the cap ships.
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🎮 PROJECTS IN THIS VIDEO
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► CityGen on FAB (just released!): https://www.fab.com/listings/943e7e83-f24c-4914-a3b5-d6ac38a9f017
► WorldGen on FAB: https://www.fab.com/listings/e4e93fbe-9326-40b8-a043-a809f788306a
► Patreon (early access + project files): https://www.patreon.com/posts/160090493
[TIMESTAMPS — to be added after edit, from transcript]
────────────────────────────────────────
🎮 SUPPORT & COMMUNITY
────────────────────────────────────────
► Patreon: https://www.patreon.com/cw/CodeLikeMe
► Subscribe: https://www.youtube.com/codelikeme
────────────────────────────────────────
#UnrealEngine #UE5 #GameDev #FramePacing #VSync #IndieDev #GamePerformance #CodeLikeMe #UE5Tutorial #UnrealEngine5
► 👇 𝐒𝐮𝐩𝐩𝐨𝐫𝐭 𝐓𝐡𝐞 𝐂𝐡𝐚𝐧𝐧𝐞𝐥 // 𝐁𝐞𝐜𝐨𝐦𝐞 𝐀 𝐏𝐚𝐭𝐫𝐨𝐧!
https://www.patreon.com/codelikeme Why More FPS Made My UE5 Game Feel WORSE](https://i.ytimg.com/vi/lxMhZPP2-oY/mqdefault.jpg)






