v2.0.0-beta.1
Pre-release
Pre-release
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Version 2.0.0-beta.1 (2026-09-06)
Warning
This is a pre-release. It is published for evaluation and feedback, and is not
distributed through FAB. Use it on a copy of your project, not on production work.
A major internal rework. The generation pipeline moved from actor components to editor
subsystems, MapPreset properties were reorganised into grouped settings sections, and each
stage of terrain generation became a replaceable strategy.
Upgrade Notes
Caution
Back up your MapPreset assets before upgrading.
Presets saved with 1.x are migrated automatically the first time they are loaded, but the
migration only runs once. Verify your values in the Details panel and re-save each preset
after upgrading.
MapPresetproperties are now grouped. Fields that used to sit flat on the asset are
organised into sections such as Landscape Settings, Height Settings, Noise Settings,
Erosion Settings, Temperature Settings, Ocean Settings and River Settings.
Values carry over automatically; only their location in the Details panel changes.- The
LevelGeneratoractor is gone. Generation now runs from the OCG button on the
level editor toolbar, or Window → OCG Tools → OCG. Opening a level saved with 1.x logs a
warning and drops the actor; the landscape, water and PCG volumes it generated are unaffected. - Default asset paths moved to Project Settings. The landscape material, PCG graph,
Runtime Virtual Textures and the generated LayerInfo output folder are now configured under
Project Settings → Plugins → One Button Level Generation Settings instead of being
compiled into the plugin. See Additional Settings. - Water materials left empty now fall back to the Water plugin defaults. An empty material
slot on aMapPresetis normal and resolves to the engine default at generation time. - River generation is now labelled Experimental. Behaviour is unchanged, but the feature is
explicitly marked in the editor and may change in future updates.
New Features
- Custom generation strategies. Each of the seven terrain generation stages — heightmap,
temperature, humidity, biome, terrain modifier, erosion and smoothing — can now be replaced
with your own C++ implementation. Derive from the stage's base class and select it under
Project Settings → Plugins → One Button Level Generation Settings → Generation Strategies.
See Custom Generation Strategies. - Added Project Settings → Plugins → One Button Level Generation Settings for configuring
default assets and the LayerInfo output folder, with startup validation that reports any
configured asset that no longer resolves. - Added a sidebar to the OCG window that filters the panel by category.
- Added an OCG button to the level editor toolbar. The window is still available from
Window → OCG Tools → OCG as before. - Rivers now have their own Water HLOD Material and Underwater Post Process Material,
so a river-only preset can override them independently of the ocean. - Added an Experimental notice in the Water tab when river generation is enabled.
Improvements
- Rewrote the generation pipeline as editor subsystems with per-stage strategies
(heightmap, temperature, humidity, biome, smoothing, erosion), making each stage
independently replaceable. - Added profiling stat groups and cycle counters to the generation stages, visible through
stat OCG. - Golden regression tests now cover heightmap output for five presets and fail loudly when a
fixture asset is missing.
Fixed Bugs
- Fixed water materials being dropped during generation, which left water bodies with no
material assigned. - Fixed erosion carving the wrong rows on non-square maps — when Map Resolution X and Y
differed, the lower part of the terrain was left uneroded. - Fixed the editor crashing with a fatal world-leak assertion when creating or opening a new
level after generating. - Fixed generated water bodies missing their Water Info Material, which broke water
rendering features that depend on it. - Fixed the ocean not rendering after generation, and fixed a mismatch between the actual sea
level and the height used by the landscape material's blend layer. - Fixed river properties falling back to ocean defaults instead of the river defaults.
- Fixed Details panel handlers not firing for grouped sub-properties, which stopped
Map Resolution and heightmap import fields from updating linked values. - Fixed an incorrect divisor in the landscape world-location calculation.
- Fixed generated landscape, Runtime Virtual Texture, river and ocean actors not marking the
level package dirty, so the level could be closed without being prompted to save.
Known Issues
- Re-generating after changing the level size leaves the ocean's
WaterZoneextent at the
previous size. Repeated Generate All also accumulatesWaterBrushManageractors. Neither
affects a first generation. Export Map Textureson aMapPresethas no effect in this build.- Double-clicking a
MapPresetopens the standard Details panel. The 1.x asset editor with its
viewport and map preview was removed.
Release Assets
Unreal Engine Version specific packages.
- Supported Engine Versions: 5.5, 5.6, 5.7, 5.8
Full Changelog: v1.2.1...v2.0.0-beta.1