Using a volume actor, procedurally spawn floating objects within a region. Many customization options are available to control what gets spawned, how, where and with or without various types of movement.
Intended mostly for space environments, it can be used to generate distant scenery or to create random obstacles inside your level. Speed up level creation and provide infinite variety with the power of procedural generation.
Also included are several art assets to get you started; 3 asteroids, 2 planets, and 2 stars. These include their own options for customization.
No programming is required, but the blueprint is very well organized and commented if you would like to customize it.
The debris volume consists of a shape; either a cube, cylinder or sphere, which marks the boundary. Objects will spawn randomly within its bounds based on the settings.
The objects themselves are spawned by using instanced static meshes, requiring only a single draw call for all objects of the same type.
For the volume itself, you can choose;
The shape and color of the volume
How many objects will be spawned
The type of movement applied to the objects
And whether or not the objects should cast shadows
You can choose as many types of objects to be spawned by the volume as you would like, chosen at random. Each object type has its own settings, including;
The minimum and maximum scale
The minimum and maximum rotation
The minimum and maximum distance between the center and the boundary
Whether or not it should always face the center
The mesh and material used
The relative chance of spawning
The constant rotation rate applied to it
And the approximate radius of the object, used to prevent overlap
You can also choose to visually display the radius, making it easy to find the right value
Also included is a debris blocking volume, which will prevent any debris objects from being spawned within it.
You can choose its shape and color as well. Either a square, a sphere, or a cylinder.
The art assets included all have customizable materials.
The asteroids allow you to choose their color, as well as their level of roughness and metallic.
The first planet allows you to customize 4 different surface elements individually. Two surface patterns, oceans and clouds.
You can control the color, the roughness, the metallic, and subsurface scattering on each of these.
The second planet instead has 3 surface elements and shadows. No clouds or oceans.
With the stars you can choose the color, you can toggle the animation on the material, and you can toggle the mask around the borders.
The star comes in a 3D and 2D variant.
Included are 2 blueprints, 1 demo level, 4 meshes, 14 materials (7 base, 7 instances), and 13 textures.
The textures are all 2024×2024 resolution. Except the texture used in the debris blocking volume, which is 512×512.
The asteroid meshes each have 192 triangles.
Due to the behavior of instanced static meshes, debri collision will not function correctly when set to move. Objects can only collide with stationary debri.