Native editor mode
Planned editor-focused authoring with viewport brushes, previews, explicit apply, and undo control.
Roadmap / Terrain Tools
A planned Unreal-native terrain authoring direction. The stages below describe product goals and do not represent shipped functionality.
Planning status
Terrain Tools is currently in product planning. Feature order, API detail, and the Unreal Engine 5.8+ target may change as research develops.
Planned editor-focused authoring with viewport brushes, previews, explicit apply, and undo control.
Unreal Engine 5.8+ is a target direction for mesh terrain research, not finalized support.
Masks, materials, vegetation, and world dressing remain downstream authoring support, not runtime terrain generation.
Ten planned stages
Open a stage to inspect its complete focus list and planned outcome.
A planned foundation for a native Unreal editor mode, Unreal Engine 5.8+ mesh terrain research, safe API boundaries, brush previews, tool settings, and direct viewport terrain interaction.
Planned outcomeA native-feeling terrain mode foundation with the first practical terrain shaping tools and a safe apply/undo loop.
Planned tools for terrain that needs to support gameplay routes, constructed areas, camps, encounter spaces, and believable transitions into natural landforms.
Planned outcomeTools for practical gameplay terrain and believable constructed spaces.
A planned set of artist-controlled simulation-inspired operations for shaping believable terrain without hiding the result behind a black-box generator.
Planned outcomeArtist-controlled simulation-inspired tools for creating believable natural terrain.
Planned viewport intent tools where creators draw roads, rivers, and terrain corridors before converting that intent into editable terrain output.
Planned outcomeCreators can draw terrain intent in the viewport and convert it into structured terrain output.
A planned process-layer direction for larger terrain operations, preview/apply passes, naturalization, and broader terrain changes with visible user control.
Planned outcomeControlled deeper simulations and broader terrain changes without turning the product into a hidden actor or stamp system.
A planned data-rich terrain mask surface for materials, PCG, vegetation, biome transitions, snow, wetland logic, gameplay spaces, and other downstream systems.
Planned outcomeTerrain becomes data-rich and ready to drive materials, PCG, vegetation, rocks, snow, water-adjacent clutter, biome transitions, and gameplay areas.
Planned authoring support for using terrain masks to drive surface material response and world dressing while keeping creator-selected assets and project behavior in view.
Planned outcomeTerrain data supports the environment pipeline, from surface materials to world dressing; it is not a runtime PCG generator.
A long-term planned direction for dramatic mesh terrain forms that classic heightfields do not represent well, including cliffs, sea stacks, rock walls, and hero formations.
Planned outcomeA stronger terrain workflow for dramatic shapes that classic heightfields cannot represent well.
A future command direction for translating creator intent into previewable, editable terrain operations while keeping confirmation and control with the user.
Planned outcomeFuture assistance can speed up terrain work while keeping every operation previewable, editable, and user-controlled.
A planned release-readiness stage focused on performance, stability, documentation, examples, presets, diagnostics, onboarding, and in-editor guidance.
Planned outcomeA polished Unreal-native terrain authoring product ready to present as a serious creator tool.