Overview

DT_BiomePreset icon
Biome data table

Biome Preset

Store and reuse biome variations in a simple, organized way

DT_BiomePreset stores biome variations as reusable presets. Each row is one variation that can be selected from a biome blueprint. Duplicate a row to create a new variation, then adjust only the parameters you want to change. This keeps biome setups organized and makes it easy to switch between variations without rebuilding the biome from scratch.

Reusable variations Data Table rows Mesh Collections PCG Graphs Quality settings
EasyBiomes biome preset preview
Biome Preset · reusable ecosystem setup

Data Table

Each biome and each of its variations are stored as rows in the biome preset Data Table.

Biome preset Data Table structure in Unreal Engine

One row = one biome variation. Duplicate a row, edit its values, then select that row from the biome blueprint to use the new preset.

Row Name Value
Defines the biome variation preset. To create another variation, duplicate an existing row and adjust its values. Select the matching row in the biome blueprint to apply that preset.
Mesh Collections Dropdown
Stores and organizes the mesh collections used by the preset. You can mix collections from other biomes, but only when the original biome already contains the same general foliage type. For example, you can add another tree collection only if the biome already contains trees. To add a collection, press + and drag the collection into the new slot. To remove one, open the arrow menu at the end of the slot and choose Delete.
DT_Poplar_Collection Dropdown
Example mesh collection used by the preset.
DT_BoxElder_Collection Dropdown
Another example mesh collection that can be included in the preset.
DT_MeadowPlants_Collection Dropdown
Example meadow-plant mesh collection.

PCG Graphs

The preset points to the PCG graphs responsible for large biome meshes, ground coverage, and terrain features.

PCG Graphs Dropdown
Contains the graph references used by this biome preset.
Biome Graph Dropdown
The main PCG graph responsible for spawning large meshes such as trees and bushes in forest biomes.
Coverage Graph Dropdown
Handles smaller elements such as grass, plants, and ground debris.
Terrain Graph Dropdown
Spawns terrain features such as cliffs and large rocks.

Biome Parameters

These values control the overall distribution, density, seasonal foliage amount, and shoreline behavior of the preset.

Biome Coverage Slider
Controls the balance between dense and open areas using global noise. In a forest, this determines where trees or meadows appear. A value of 1 fully covers the area with trees, while 0 produces open fields only.
Biome Density Slider
Controls how densely trees are placed inside forested regions.
Biome Season Slider
Controls the amount of foliage on trees and bushes. A value of 0 produces only dead trees, while 1 gives maximum leaf coverage. The value is applied per tree, so even at 0.9 a small number of dead trees can still appear.
Shore Distance Value
Used by water biomes to control how far the shoreline extends outward from the water.

Quality Settings

Plants and trees are organized into named groups so each group, and each mesh inside it, can have its own rendering and quality settings.

Keep the original group names. The biome system searches for meshes inside predefined groups such as Trees Large, Trees Huge, and Trees Small. Renaming those groups can prevent the system from finding the expected meshes.
Quality Settings Dropdown
Contains the per-group quality configuration for the preset.
Group Name Value
Defines the predefined foliage group. Keep the expected group names because the biome system uses them to find the correct meshes.
Submesh Dropdown
Contains quality settings for the individual meshes inside the selected foliage group.
Mesh Name Value
Identifies a specific tree part, such as Trunk, Branches, or Leaves01–04. Use this level to fine-tune quality settings for individual mesh parts.
Cull Distance Value
Sets the distance at which the mesh stops rendering.
Cast Shadow Checkbox
Controls whether the mesh casts shadows.
Indirect Lighting Checkbox
Controls 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
Sets the overall foliage scale.
WPO Value
Sets the distance at which WPO—wind and interaction animation—stops rendering.

Tags

Tags let the preset pass biome-identifying metadata to the biome blueprint.

Tags Dropdown
Contains the biome tags assigned by the preset.
Index […] Value
Defines the individual tag entry. The resulting biome tag is added to the biome blueprint.