BP_Biome icon

Biome

Spawn and Manage PCG Biome

BP_Biome — Spawns biomes such as forests, meadows, deserts, and fields, depending on the assets you own, while also managing biome intersections. It’s flexible and efficient, offering adjustable parameters and multiple presets stored in Data Tables. For more details, see Biome Presets.

Biome preview

EasyBiomes – Unreal Engine Forest Biome

A complete, ready-to-use forest biome system for Unreal Engine 5

Important
Please take a moment to read this section carefully before reaching out or creating a support ticket. It may already contain the answer you’re looking for.
BP_Biome icon

How To

Spawn and Manage PCG Biome

Use the biome system by placing and configuring spline-bounded or landscape-based biomes, assigning priorities, and letting the system automatically blend and resolve overlaps based on your settings.

Step 1
Create a new regular level with a Landscape Actor and add BP_FoliageManager. You don’t need to use our landscape material — EasyBiomes assets work independently of it. (Distant Mountains are available here EzBiomes)
Biome preview
Step 2
Place “/EasyBiomes/PCG/BP_Biome_(Biome Name)” in your level. This actor includes a spline that defines the biome’s boundaries. To adjust the spline, move its points individually. Note that spline components cannot be scaled or rotated. You can remove points by selecting one and pressing Delete, and add new points by selecting a point, holding Shift, and dragging it. You can also enable "Fill Landscape" option to ignore spline and cover whole landscape instead.
Biome preview
Step 3
Once you’re happy with your biome’s shape, select the BP_Biome and press Spawn.
Some options are disabled by default to speed up testing and experimentation. You can enable them at any time. Most noticeably, grass and plants are turned off — you can enable them under Spawn Options → Land. See the detailed actor description above.
Whenever you make changes, you need to respawn the biome to apply them.
Biome preview
Step 4
You can have as many biomes as you want in the same level. Biome intersections are resolved automatically. If two spline biomes overlap, one should be set Top Priority. For more information, see the Biome Priorities section below.
Biome preview
Step 5
If you want to exclude particular foliage from a specific area, there’s a dedicated tool available. See the Biome Remover page for details.
Biome preview
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Biome Priorities

Determines which biome appears on top when they overlap

Each biome is assigned a priority level that determines how it interacts with others. When regions overlap, higher-priority biomes replace lower-priority ones to control the final landscape layout.

Water Biome — Always Highest Priority
Rule
The water biome overrides all other biome types: roads, farmlands, forest strips, spline-bounded biomes, and fill-landscape biomes.
Exception
The only exception is when the water biome is spawned before other biomes or sub-biomes.
Fill-Landscape Biome — Always Lowest Priority
Rule
Fill-landscape biomes have the lowest priority regardless of spawn order.
Override Sources
They are always overridden by spline-bounded biomes, roads, water biomes, and any top/normal-priority biomes.
Limit
A level can contain only one fill-landscape biome plus one water fill-landscape biome.
Top Priority vs Normal Priority
General Rule
Both top-priority and normal-priority biomes outrank fill-landscape biomes.
Override Rule
Top priority and normal priority always mix together. If two biomes overlap, they should always be different priorities.
Roads
Roads cut through all biomes, including top-priority and normal-priority biomes, regardless of spawn order.
Biome preview
BP_Biome icon

Blend Modes

Determines the blending behavior between biomes

Blend — This category controls how different biomes blend into one another and sets priorities. It defines the transition behavior at biome boundaries, including how smoothly or sharply the change occurs.

Option 0
Fill Landscape
A fill-landscape biome that covers the entire map and always has the lowest priority. Everything else — spline biomes, normal priority, top priority, roads, water — will override it.
Option 1
Normal Priority
A pure normal-priority biome. Higher than fill-landscape but lower than top priority.
Option 2
Top Priority
A pure top-priority biome with no overlaps. If two biomes overlap, they should be different priorities. There is no difference in other cases.
Option 3 and 4
Normal Priority and Top Priority Overlapping
A normal-priority biome and top-priority biome overlapping. Both always mix together. If two biomes overlap, they should be different priorities.
Option 5
Normal Priority (Mix In)
A normal-priority biome using Mix In mode. It does not override other biomes — instead, it blends with whatever biome is already present.
Option 6
Top Priority (Mix In)
A top-priority biome using Mix In mode. Instead of overriding anything, it blends with whatever biome is already present.
Biome preview
Description
Notice how two biomes to the right have the same priority while overlapping, which leads to incorrect blending. This is why two overlapping biomes should always have different priorities.
Biome preview
Important
In Mix In mode, overlapping biomes should still use different priorities. The setup on the left is correct. Notice how Mix In mode only affects blending with the fill-landscape biome.
Biome preview
Description
Spline-bounded biomes use jagged edges when blending with fill-landscape biomes to create a more natural look.
Biome preview
Details options are context-specific. Different biomes may have different categories exposed.
Biome
Biome Preset
Data Table Dropdown
Biome presets and parameters are stored in data tables. For more info visit Biome Presets.
Row Name Dropdown
Biomes offer multiple presets, such as "Dense Forest", "Dead Forest", "Forest with Meadows", etc. Select the preset you want to use here.
Biome Quality Dropdown
Defines the biome generation quality level. This setting influences foliage density, draw distance, WPO usage, shadowing behavior, and global illumination. High preset targets ~ 80–90 FPS on an RTX 4090 at 4K resolution with 50% Epic scalability. The Cinematic preset uses the same foliage density as High, but without mesh culling - Intended for cinematic rendering. The Lowest preset disables WPO.
Blend
Fill Landscape Checkbox
Ignores spline bounds and generates the biome over the full landscape area.
Blend Modes
Top Priority Checkbox
Gives this biome priority when multiple biomes overlap.
Mix In Checkbox
Allows biome blending instead of hard transitions.
Falloff Checkbox
Enables smoother biome boundary transitions.
Falloff Radius Value
Defines how large the blending zone should be.
Spawn Options
Land
Large Vegetation Checkbox
Trees, bushes, large plants etc.
Ground Cover Checkbox
Grass, fallen leaves, dirt patches, branches, etc.
Terrain Elements Checkbox
Terrain elements like cliffs and rocks if present in the biome.
Water
Water Checkbox
Adds biome-specific water bodies (streams, small lakes, or shallow water zones).
Effects
Ambient Sound Checkbox
Ambient sound actors.
Ambient Particles Checkbox
Particle actors like insects, falling leaves, etc., if offered by the biome.
Advanced
Runtime Generation Checkbox
EXPERIMENTAL FEATURE. Forces all meshes to spawn at runtime instead of being stored in the level, significantly improving loading times.
Spawn Proxy And HLOD Checkbox
Replicates HLOD behaviour when Runtime Generation is disabled and sends proxies to the HLOD spawner when Runtime Generation is enabled.
Seed Value
Affects generation outcome. Each seed produces a different biome layout.
Controls
Help Button
Opens the Documentation page.
Clear PCG Link Button
Removes all PCG logic and creates Instanced Static Mesh Components out of the biome’s meshes.
Guides Button
Toggles between minimal and full guides visualization.
Remove Button
Removes the biome.
Spawn Button
Spawns the biome.
Rate Us Button
A small rating would mean a lot! 😉