BP_Biome icon
BP_Biome

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
Biome data table structure. Each biome and its presets are stored in this table
Data Table
Row Name Value
Defines the biome variation preset. You can create biome variations by duplicating a row and adjusting its values. To apply a preset, select the corresponding row in your biome blueprint.
Mesh Collections Dropdown
Our system for storing and organizing meshes. You can mix biomes by adding collections from other biomes, but this only works if the original biome includes similar foliage types. For example, you can add different kinds of trees only if the biome already contains trees. To add a collection, click the + button and drag a collection into the new empty slot. To remove one, click the arrow at the end of the slot and select Delet
DT_Poplar_Collection Dropdown
this is the example of the mesh collection.
DT_BoxElder_Collection Dropdown
this is the example of the mesh collection.
DT_MeadowPlants_Collection Dropdown
this is the example of the mesh collection.
PCG Graphs Dropdown
Biome Graph Dropdown
The main PCG graph responsible for spawning large meshes such as trees and bushes in forest biomes.
Coverage Graph Dropdown
The PCG graph that handles smaller elements like grass, plants, and ground debris.
Terrain Graph Dropdown
The PCG graph used to spawn terrain features such as cliffs and large rocks.
Biome Coverage Slider
Defines the balance between dense and open areas using global noise. In a forest, this noise determines where trees or meadows appear. A value of 1 fully covers the area with trees, while 0 spawns only open fields.
Biome Density Slider
Controls how densely trees are placed within forested regions.
Biome Season Slider
Adjusts the amount of foliage on trees and bushes. A value of 0 spawns only dead trees, while 1 produces maximum leaf coverage. Each tree is affected individually, so even at 0.9, a few dead trees may appear.
Shore Distance Value
Used in water biomes to control how far the shoreline extends from the water.
Quality Settings Dropdown
Group Name Value
Plants and trees are organized into groups, allowing each group to have its own spawn quality settings. Trees are grouped as “Trees Large”, “Trees Huge”, “Trees Small”, and similar categories. It’s important to preserve these group names, as the biome system specifically searches for meshes within predefined groups.
Submesh Dropdown
Mesh Name Value
The name of an individual tree part, such as Trunk, Branches, or Leaves01–04. Here you can fine-tune quality settings for each specific mesh.
Cull Distance Value
The distance at which the mesh stops being rendered.
Cast Shadow Checkbox
Determines whether the mesh casts shadows.
Indirect Lighting Checkbox
Defines whether the mesh contributes to indirect lighting.
Distance Field Checkbox
Controls whether the mesh is included in the distance field.
Ray Tracing Checkbox
Controls whether the mesh is included in ray tracing calculations.
Scale Value
Overall foliage scale.
WPO Value
The distance at which WPO (wind and interaction animation) stops being rendered.
Tags Dropdown
Index [...] Value
Biome Tag added to the biome blueprint.