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
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  • Use Case Examples
  • Links

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  1. Core Systems

VoxelWorlds

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Last updated 1 year ago

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VoxelWorld acts as the container for voxel data and is responsible for rendering final meshes and materials.

Implementation and Details

VoxelWorld Maintains dimensional/coordinal data about voxels in world space with a given "offset"

Use Case Examples

Voxel Worlds can be used to model any volume of voxels - not just worlds. In theory they could be used to model rotating doors, cars, or asteroids.

Placing VoxelDataAssets

VoxelDataAssets - like buildings and other imported assets - can be placed in a VoxelWorld at run time. This can be done via Blueprints or the Voxel Graph

VoxelDataAssets (eg. an imported asset from MagicaVoxel) can be placed in any VoxelWorld at runtime. VoxelWorlds require time to load after the typical BeginPlay event - eventually emitting an On World Loaded event. Placing VoxelDataAssets must be done after that event - an example event listening configuration is provided below:

Blueprints

The VoxelWorld object comes with a number of utility functions that make interacting with events (ie. On Hit events). Below are a series of examples.

Voxel Space vs. World Space

Coordinal data in VoxelWorld is maintained as simple Ints. However, many of your events will originate from world space and manifest as floats. An easy way to sidestep this is to use the convenience helper World Position to Voxel.

Example:

Additionally, helper methods come with a hidden "Convert to Voxel" flag for convenience.

Example:

Voxel Graph

Links

See:

Voxel Graphs