Voxel Plugin
1.2 Legacy
1.2 Legacy
  • Getting Started
    • Quick Start
      • Examples
    • World Generation
      • C++ World Generators
      • Voxel Graph Quick Start
      • Floating Islands
  • Core Systems
    • VoxelWorlds
      • Import Content
      • Voxel Data Items
      • Collisions and Navmesh
      • World Size and Level Of Details
      • Save and Load
      • Multiplayer
      • Easy Systems RPG
    • Voxel Graphs
      • Voxel Graph General Concepts
      • Voxel Graphs Tips and Tricks
      • Voxel Graph Nodes Reference
      • Voxel Graph Outputs
      • Voxel Graph Parameters
      • Custom Graph Nodes
    • Voxel Spawners
    • Materials
      • Multi Index Materials
  • Technical Notes
    • Performance and Profiling
    • Console Commands
    • Blueprint API
    • Release Notes
      • Release Notes 1.1
      • Release Notes 1.2
    • UE5.1 - Material Crash
Powered by GitBook
On this page

Was this helpful?

  1. Core Systems
  2. Voxel Graphs

Voxel Graph General Concepts

PreviousVoxel GraphsNextVoxel Graphs Tips and Tricks

Last updated 1 year ago

Was this helpful?

A voxel graph is similar to a blueprint graph: it has execution flows and data flows.

The execution flow starts on the Start node:

The graph is called for every voxel. To get the current voxel position, you can use the X, Y and Z nodes.

During the execution flow, you need to set two outputs:

  • Value Output: this is the density of the current voxel. Clamped between -1 and 1

  • Material Output: this is the material of the current voxel

To do so, you have access to the following nodes:

  • Set Value for the density

  • Set Color/Set Index/Set Double Index for your material depending on your voxel world material config

These are the basic outputs. Voxel graphs can also output custom values, as it will be detailed in the following sections.