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:


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.


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


Voxel Graph

See: Voxel Graphs

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