And the feature list is massive.
The basis of the asset is a spherical volume that will spawn random objects. Because the spawned objects are all instances, it is extremely efficient on performance.
You can choose the meshes and materials of the objects spawned.
The total number and variety of objects.
A minimum and maximum random value for the scale, rotation, and distance from the volume center of each object.
Whether or not the objects will spawn in a particular axis.
Whether or not the objects should always face toward the center of the volume.
As you can see in this image, I’ve also created very robust visual representations of the volume and its controls, making it much easier to edit.
You can visibly see the inner and outer boundaries, any locked axis, the chosen radius for each object (used for determining overlaps and such), and any place in which a boundary is intersecting another surface.
I’ve included 5 art assets as well. 1 planet, 1 star, and 3 asteroids. For those assets, I’ve also included 3 different texture resolutions; 2048, 1024 and 512. So you can use whichever one you want, depending on the performance needs of your game.
With the planet, you can customize 3 different surface elements individually. Two surface patterns and clouds.
You can control the color, the roughness, and the metallic on each of these. You can also remove the clouds completely.
The planet also has an atmosphere effect, which you can control the color of or turn off.
With the star, you can choose the color, you can toggle the animation on the material, and you can toggle the mask around the borders.
The star also comes in both 3D and 2D variants. Coupled with the ability to make an object always face the center of the volume, you can use 2D stars very effectively as background scenery.
The asteroid simply allows you to change the color, roughness, and metallic. But as I said, it also comes in 3 variants.
You can also place a debri blocking volume, which will prevent any debris objects from spawning within them. You can choose the shape of the volume as well; either a square, a sphere, a cylinder, or a cone.
There are a huge number of possibilities for what you can do with this asset, and I’ve created a demo level showing off some of the things you can do, shown in the image above.
Now although the asset is nearly complete, it will still be a little while before anyone can get it. The acceptance process for UE4 assets is quite slow.