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Automation Forge

Plugins / TerrainForge

Preview, and the first release. Paid, and free for now while it is in preview.

2 plugins in this set.

Engine-only. No accounts, no models, no keys.

Terrain, real or imagined, built where the level lives.

Build terrain as a node graph inside Unreal, or start from a real place on a map, and turn it into a World Partition level with its paint layers, lakes and rivers. Erosion, glaciers, scree and snow are simulated rather than painted, and the heaviest of it runs on your graphics card.

What it does

01

A terrain graph in the editor, previewed as you change it

02

Start from a real place: its elevation, land cover and map features, brought in for you

03

Rivers, glaciers, rockfall and snow that shape the ground the way they do outdoors

04

The heaviest simulation on your graphics card, and on the processor when there is none

05

A finished terrain becomes a World Partition level, with paint layers, lakes and rivers

06

Masks for your materials and PCG, written with every build

07

Every build kept, so going back is a choice rather than a rebuild

08

The whole flow open to an agent, as tools

Seen, not described

PlaceholderVideo: TerrainForge, in the editor, start to finishAssets A2 and A3 — one video per set, plus stills or GIFs per headline capability.

What it is

Terrain is usually the first thing a level needs and the last thing to settle. A heightmap comes out of one program, the erosion out of another, the rivers get painted by hand, and every change upstream means doing all of it again. TerrainForge keeps the whole of it inside Unreal: a graph you edit in the editor, a preview that follows your edits, and a build that lands as a level.

The graph covers the full distance from an idea to a landscape. Place mountains, ranges, canyons, volcanoes, plateaus, islands and dunes where you want them; select by height, slope, facing or curvature; then let water, ice and gravity work on it. Rivers cut into rising rock until valleys branch, glaciers leave U-shaped troughs, cirques and moraines, cliffs shed scree, snow drifts into hollows and slides off steep faces. The simulation works in metres and years, so a setting means the same thing on a small map as on a large one.

Or begin with somewhere that exists. Search for a place, draw a square on the map, and TerrainForge brings in the best elevation published for it — lidar down to half a metre in France, Switzerland, the Netherlands, England, Norway, parts of Germany and the United States, and a worldwide model everywhere else — together with land cover and OpenStreetMap features as masks. Before you commit, it checks whether the place can become a playable level and says what it would have to fill in. Each source’s licence and the credit it asks for are recorded with the terrain, ready for your credits screen.

Every build is a take: the heightmap, paint weights, data maps, biome and PCG masks, and the lake and river geometry, kept side by side and never overwritten. Import the one you want as a new World Partition level — landscape, paint layers, lakes and rivers as engine water bodies, Nanite where it fits — and the large maps import from the command line, one region at a time, so they fit in a workstation’s memory.

The simulation that takes longest runs on your graphics card, several times faster, and every step that can use the card has a processor path too, so nothing depends on which one you have. And the graph, the builds, the real-world data, the import and the export are all open to an agent through the toolset, working on the same terrain as you and under the same rules.

What is in the set

2 plugins, and what each one is for.

Install what you need. A toolset can be deleted and the capability beside it behaves identically; a provider can be deleted and the core still loads, with one fewer option.

TerrainForge

Core

The terrain graph and its editor, the simulation, real-world data from a map, the graphics-card module and the import to a World Partition level — one plugin. Free for now while it is in preview.

Paid

Buy

TerrainForge Toolset

Agent toolset

Build and edit the graph, preview a node, start from a preset or a real place, build, import and export — as tools, with skills that tell an agent which to reach for. It forwards to TerrainForge and adds nothing, so an agent and a person work on the same terrain.

Open source · Free

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Asked first

What studios ask about TerrainForge.

What does it cost?

TerrainForge is a paid plugin, and it is free for now while it is in preview. The free licence lasts while the preview is free; after that, using it needs a bought licence. Everything you made while it was free stays yours to use. Its toolset is open source and free either way, like every toolset in the family.

Can I start from a real place, and ship what comes out?

Yes. Pick a square anywhere from half a kilometre to fifty kilometres across and the elevation, land cover and map features for it come in over the internet, with no account and no key. Every source used allows commercial use. Most ask for a credit, and TerrainForge records each one’s licence and credit line with the terrain. OpenStreetMap features exported as vector data are covered by the Open Database Licence, and a notice saying so is written beside the file.

Do I need a powerful graphics card?

No. Every step that can run on the card also runs on the processor, and falls back to it on its own. The card is what makes large builds quick: on one laptop, a full 4K mountain build took under a minute and a half on the card against nearly four minutes without it. Other machines will differ.

What is not finished yet?

It is a preview. The first landscape material is flat colour per paint layer and the water uses the engine’s default look, so expect to bring your own materials. A build stops if the editor closes and has to be started again. The largest maps import from the command line rather than inside the editor. And as a preview, file formats and saved data may still change between versions, so keep backups. These are the real edges, and they will move.