Overview

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EasyBiomes documentation

User Guide

Documentation for building procedural environments in Unreal Engine 5

Welcome to EasyBiomes. This guide covers installation, the core biome systems, runtime tools, foliage controls, and the troubleshooting steps to check before contacting support.

Installation Biome SubBiome Distant Biome Runtime Foliage
EasyBiomes environment preview
StartGrowing
EasyBiomes · Unreal Engine 5 procedural environments

Hello, and welcome!

Thanks for using EasyBiomes. We’re grateful to have you with us and look forward to seeing the worlds and environments you build.

StartGrowing. Explore the systems, experiment with the presets, and use the documentation whenever you need a reference.

Before Creating a Support Ticket

Running through these checks first helps separate EasyBiomes issues from migration, configuration, or project-specific problems.

Verify the issue
Check the original downloaded project

Confirm whether the same issue exists in the original EasyBiomes project downloaded through the Epic Games Launcher.

Check the original demo levels

After migrating EasyBiomes into your project, compare the behavior with the original demo levels as well.

Installation checklist
Installation

Make sure the assets were installed correctly. See the Installation guide.

PCG plugin

Confirm that the Procedural Content Generation Framework (PCG) plugin is enabled.

DefaultEngine.ini / Trace Channels

Use the DefaultEngine.ini supplied with the asset, or copy the required EasyBiomes trace channels into your existing config.

BP_FoliageManager

Make sure BP_FoliageManager is present in the level.

Persistent Level

Spawn the Biome in the Persistent Level.

Respawn after changes

After changing biome settings, press Spawn again so the generated result updates.

Editing Spawn Behavior

PCG is modular and flexible, but not every possible project-specific behavior can be exposed as a preset control.

If you want to reduce rock count, change grass height, adjust a particular foliage species, replace a road with a stone path, or make another custom spawning change, you may need to edit the PCG logic directly.

Expected level of customization. The documentation cannot provide a dedicated parameter or step-by-step tutorial for every possible project requirement. Basic PCG knowledge is the intended path for deeper customization.

Procedural generation can also produce edge cases such as mesh intersections, floating foliage, or imperfect boundaries. These are normal trade-offs in procedural workflows, so some manual cleanup may still be necessary.

Using Custom Meshes

You can replace or add foliage assets, but this is outside the standard advertised workflow and may require additional investigation.

If you want to add your own foliage or replace EasyBiomes meshes, first investigate the relevant PCG graph and collection structure. When asking for help, include a specific question together with screenshots or graph snippets whenever possible.

Wind and interaction limitation. EasyBiomes wind and foliage-interaction systems are not compatible with arbitrary custom meshes. They rely on a highly optimized attribute-packing workflow that requires the EasyBiomes proprietary processing script.

Project-Specific Customization

Support covers the functionality described on the product pages and in the EasyBiomes documentation.

What support does not include
Bespoke development

EasyBiomes does not provide custom development work for individual projects.

Undocumented integrations

Compatibility with project-specific systems, third-party plugins, or functionality outside the documented product scope is not guaranteed.

Exclusive consulting

EasyBiomes does not offer dedicated VIP consulting or exclusive project support.