Overview

BP_Biome Blueprint Class icon
Core PCG actor

Biome

Spawn and manage a PCG biome

BP_Biome is the main actor used to place and generate an EasyBiomes environment. Define the biome with a spline, or enable Fill Landscape to cover the whole Landscape. A Data Table preset controls what the biome generates. When biomes overlap, priority and blend settings determine how they interact.

Spline or full Landscape PCG generation Data Table presets Priority + blending
EasyBiomes forest environment
StartGrowing
EasyBiomes · Unreal Engine 5 biome system

How To: Land

Create a land biome, shape its boundary, spawn it, and control how it interacts with other biomes.

01

Prepare the level

Create a standard level with a Landscape Actor. Add BP_FoliageManager to the level.

You do not need to use the EasyBiomes landscape material. EasyBiomes assets can work independently of it.

Distant Mountains are available from EzBiomes on FAB ↗.

Landscape prepared before placing a biome
02

Place and shape the biome

Place Content → EasyBiomes → PCG → BP_Biome_(Biome Name) in the level.

The actor contains a spline that defines the biome boundary. Move the spline points individually to change its shape. Do not scale or rotate the spline component.

To remove a spline point, select it and press Delete. To add a point, select an existing point, hold Shift, and drag.

Enable Fill Landscape if you want the biome to ignore the spline and cover the entire Landscape.

Editing the BP_Biome spline boundary
03

Spawn the biome

When the boundary is ready, select BP_Biome_(Biome Name) and press Spawn.

Some content is disabled by default. This keeps testing and iteration faster. Grass and plants are examples of content you can enable under Spawn Options → Land.

Whenever you change generation settings, press Spawn again to apply the changes.

Biome generated inside the spline boundary
04

Use multiple biomes

You can place multiple biomes in the same level. EasyBiomes resolves their intersections automatically.

If two spline biomes overlap, give them different priorities. In the normal case, leave one at Normal Priority and set the other to Top Priority.

Two overlapping biome areas viewed from above
05

Exclude foliage from a local area

Use Biome Remover when you need to remove foliage from a specific area without changing the whole biome.

Local area with biome foliage removed

How To: Water

Water uses the same BP_Biome workflow. The main difference is that the actor's height sets the water level.

Read How To: Land first. The water workflow uses the same actor, spline editing, and spawning concepts.
01

Prepare the level

Create a level with a Landscape Actor, then add BP_FoliageManager. The EasyBiomes landscape material is not required.

Landscape prepared before placing a water biome
02

Place the biome and set the water level

Place EasyBiomes → PCG → BP_Biome_(Biome Name) in the level. Move the actor up or down to set the water level. The preview water plane shows the current height.

The actor's spline still defines the biome boundary. You can also enable Fill Landscape to ignore the spline and cover the whole Landscape.

River Biome limit. The current workflow supports one River Biome actor in a level. If you need multiple spline areas, duplicate the spline component in the Level Blueprint from the Components panel.
Water biome preview plane and spline boundary
03

Use Fill Landscape when needed

With Fill Landscape enabled, the biome ignores its spline and covers the full Landscape. The preview water surface expands to the Landscape bounds.

Water preview expanded across the Landscape with Fill Landscape enabled
04

Spawn the water biome

When the boundary and water level are correct, select the biome actor and press Spawn.

Generated water biome

Biome Priorities

Priority controls what happens when biome areas overlap. The rules below describe which biome takes precedence.

Water Biome — always highest priority
Rule

The Water Biome overrides roads, farmlands, forest strips, spline-bounded biomes, and Fill Landscape biomes.

Documented exception

The current documentation notes an exception when the Water Biome is spawned after other biomes or sub-biomes.

Fill Landscape — always lowest priority
Rule

A Fill Landscape biome stays at the lowest priority regardless of spawn order.

What overrides it

Spline-bounded biomes, roads, Water Biomes, and Normal / Top Priority biomes override it.

Limit

A level can contain one Fill Landscape biome plus one Water Fill Landscape biome.

Top Priority vs Normal Priority
General rule

Both Normal Priority and Top Priority are above Fill Landscape.

Overlapping spline biomes

Normal Priority and Top Priority biomes mix where they overlap. Two overlapping biomes should use different priorities.

Roads

Roads cut through all biome priority types, including Normal Priority and Top Priority, regardless of spawn order.

Blend Modes

Blend Modes determine whether one biome overrides another or mixes with it when their areas overlap.

Blend Modes diagram showing options 0 through 6
Option 0Fill LandscapeCovers the whole Landscape and always has the lowest priority. Other biome types can override it.
Option 1Normal PriorityHigher than Fill Landscape and lower than Top Priority.
Option 2Top PriorityHigher than Normal Priority. If two spline biomes overlap, they should use different priorities.
Options 3 + 4Normal Priority + Top Priority overlappingThe two biome areas mix where they overlap. Keep their priorities different.
Option 5Normal Priority · Mix InInstead of overriding the biome already present, the Normal Priority biome mixes into it.
Option 6Top Priority · Mix InThe Top Priority version of Mix In. It blends with the biome already present instead of acting as a hard replacement.
Blend Modes before Mix In Blend Modes after Mix In
Before After
Before · Mix In offSame-priority overlapping biomes can produce the wrong result. Overlapping spline biomes should use different priorities.
After · Mix In onMix In changes how the biome blends with the existing biome. The priority rules still apply.
Blend Mode result without debug guides

Falloff

Falloff softens the edge of a spline-bounded biome instead of leaving a clean, artificial cut.

Biome with Falloff disabled Biome with Falloff enabled
Falloff off Falloff on
Effect. With Falloff disabled, the biome ends at a hard boundary. With Falloff enabled, vegetation density fades toward the edge, creating a softer and less regular transition.

Details Reference

BP_Biome exposes different settings depending on the selected biome or sub-biome. The structure below mirrors the Details panel.

BP_Biome Details panel in Unreal Engine

Options are context-specific. Different sub-biomes can show different categories or different expanded sections.

Biome
Biome preset
Data Table Dropdown
Selects the Data Table that stores the biome presets and their parameters. See Biome Presets.
Row Name Dropdown
Selects the preset row you want to use. Sub-biomes can provide more than one preset.
Biome Quality Dropdown
Sets the biome generation quality. It affects foliage density, draw distance, WPO, shadow behavior, and global illumination. The current documentation describes High as targeting about 80–90 FPS on an RTX 4090 at 4K with 50% Epic scalability. Cinematic keeps the same foliage density as High but removes mesh culling. Lowest disables WPO.
Advanced
Runtime Generation Checkbox
Experimental feature. Generates meshes at runtime instead of storing them in the level. The documentation notes that this can significantly improve loading times.
Spawn Proxy And HLOD Checkbox
When Runtime Generation is disabled, this reproduces HLOD-style behavior and sends proxies to the HLOD spawner when enabled.
Seed Value
Changes the procedural result. Different seed values produce different layouts.
Spline
Accuracy Slider
Controls sampling precision along the spline. Increase precision when you need tighter turns or wider rows to follow the spline more accurately.
Double Resample Checkbox
Runs an additional resampling pass to smooth the overall spline shape and help reduce knots.
Spawn Options
Garden
Rows Value
Number of rows generated to one side of the garden center.
Row Distance Value
Distance between adjacent rows.
Garden Bed Checkbox
Enables garden-bed generation.
Border Checkbox
Enables a border around the garden.
Border Width Slider
Sets the width of the generated border.
Plants
Amount Slider
Controls how many plants are generated.
Distance Value
Controls the spacing between plants.
Scale Slider
Sets the base plant scale.
Position Random Slider
Adds random variation to plant positions.
Direction Slider
Sets the general plant direction.
Direction Random Slider
Adds random variation to plant direction.
Weed Slider
Controls the amount of weeds mixed into the planted area.
Align to Landscape Checkbox
Aligns plant meshes to the Landscape surface.
Forest
Strip Width Slider
Sets the width of the generated forest strip.
Trees Amount Slider
Controls tree density.
Grass Amount Slider
Controls grass density inside the forest strip.
Road
Width Slider
Sets the road width along the spline.
Lift Value
Raises the road mesh to help prevent terrain clipping.
Separator Checkbox
Enables the center separator or divider.
Sides Checkbox
Enables the road-side elements.
Plants Amount Slider
Controls the amount of vegetation generated along the road.
Controls
Help Button
Opens the documentation.
Guides Button
Switches between minimal and full guide visualization.
Clear Button
Removes the PCG logic and converts the generated biome meshes into Instanced Static Mesh Components.
Spawn Button
Generates the biome.
Remove Button
Removes the generated biome.
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