Intent recipes

Start from the look you want.

Six archetypes — each maps to a preset, the dials that matter, and a demo deep link.

Fortress & ceremonial core

A walled citadel with a strong radial core and ceremonial spacing.

Start from: Citadel and Keep

  • Enable walls and gates
  • Lower district count for a tighter core
  • Increase Large tier weight
Open in demo →

Planned city & grid

Orthogonal blocks, clear boulevards, and readable urban order.

Start from: Colonial Grid Town

  • Axial pattern regularity high
  • Moderate settlement radius
  • Balance Medium and Small tiers
Open in demo →

Ridge & mountain village

Homes stepping along terrain with Perlin scatter and natural clustering.

Start from: Ridge Village

  • Perlin frequency for terrain follow
  • Smaller settlement radius
  • Sprawl tier for outlying sheds
Open in demo →

Rural county & scatter

Loose farmsteads and county roads with organic spacing.

Start from: Farm Country

  • Cluster pattern with low node count
  • Wide settlement radius
  • Small tier emphasis
Open in demo →

Ruins & decay

Broken walls, sparse tiers, and a hillside enclave past its peak.

Start from: Ruined Hillside Enclave

  • Reduce building counts
  • Partial walls optional
  • Lower ambient density
Open in demo →

Oasis & vignette

A compact trading post with a strong focal plaza and desert spacing.

Start from: Desert Trading Post

  • Tight node cluster
  • Medium settlement radius
  • Minimal sprawl for a vignette read
Open in demo →

Field guide

OmniScape User Guide

Unreal Engine 5.5–5.8 · OmniScape on Fab · Discord

Start here

At a glance

  • You add — Meshes or Blueprints for large / medium / small buildings, optional roads, walls, environment.
  • OmniScape adds — Layout, zones, roads, walls, PCG export data, terrain paint bake, ambient fauna/audio, and instanced environment from one Control Center.
  • Same seed + same settings — Same layout on every machine.
  • Presets — Store numbers and toggles, not your mesh lists.

Five steps

  1. Window → OmniScape → open Control Center.
  2. Place OmniScape Generator — actor drops in and links to the panel.
  3. Build tab → at least one Large asset (mesh or Blueprint).
  4. Structure tab → turn on roads (and meshes) if you want streets.
  5. Generate → then Save to Level so it survives reload and packaging.

Install

  1. Get OmniScape from Fab and add it to your UE 5.5+ project.
  2. Enable the OmniScape plugin in Edit → Plugins if not already active.
  3. Restart the editor when prompted.
  4. Window → OmniScape → Control Center to open the panel.
  5. Place an OmniScape Generator actor in your level.

What happens when you generate

One Generate run, in order:

  1. Landmark nodes — pattern + optional manual anchors.
  2. Roads — pattern-specific network, then junction cleanup.
  3. Node tweaks — large buildings kept off road centrelines.
  4. Buildings — one large per node, then medium / small placement.
  5. Environment / Ambient — vegetation, rocks, debris, optional fauna and audio.
  6. Walls / Landscape / PCG — walls if enabled; landscape bake is a separate action.

Control Center

Single dockable panel — everything routes through here. See the four-tab workflow in the live demo.

Stable vs Beta: Core layout, roads, walls, buildings, flora, and zones run in Stable mode. Switch to Beta for fauna, landscape bake, PCG export, ambient audio, and road landscape deform.

Patterns

Five layout algorithms — each with pattern-specific road logic:

  • Radial — rings around a core; citadels and sacred precincts.
  • Voronoi — district blocks; walled towns and urban grids.
  • Perlin — noise-driven scatter; ridge villages and ruins.
  • Axial — parallel grid; planned colonies and metropolises.
  • Cluster — organic scatter; hamlets, farms, trading posts.

Presets

Presets store settlement numbers and toggles — not your art. Load a preset, then assign your meshes in Build. Twelve archetypes ship with OmniScape (Citadel, Walled Town, Hamlet, Metropolis, and more).

Determinism & seeds

Set a Generation Seed in the Control Center. Same seed + same settings = same settlement on every machine and every session.

Presets include a default seed but you can change it. Use Preview for lightweight layout feedback; Generate when you are ready for the full pass.

BYOA — Bring your own art

OmniScape does not ship opinionated meshes. Assign Static Meshes or Blueprints per tier in Build. Any art style works — presets only store numbers.

  • Large — one per landmark node (required for visible buildings).
  • Medium / Small — per-node density controls.
  • Sprawl — edge scatter with zone filters.

Volumes & anchors

Manual volumes and anchors shape where nodes and buildings spawn. Draw volumes on the preview canvas in Layout mode; assign zone tags per district in the zones table.

Atlas

Optional real-world layout reference via Control Center → Layout → Atlas. Search a place, fetch OSM streets, and choose fidelity:

  • Inspired — loose street rhythm.
  • Guided — balanced match.
  • Faithful — tight adherence to imported graph.

Beta features

Enable the STABLE/BETA chip in the status bar to access:

  • Fauna — creature Blueprint layers with placement rules.
  • Ambient audio — spatial layers coupled to settlement zones.
  • Landscape bake — paint terrain layers from settlement imprint.
  • PCG hand-off — export attributes for PCG graphs (infrastructure, not required UX).
  • Road landscape deform — imprint roads into landscape height.

Terrain, collision & meshes

Buildings snap to landscape collision during Generate. If buildings float, check collision on your landscape and that meshes have correct pivots. Height snap runs automatically during Generate.

Troubleshooting

SymptomLikely causeFix
Generated content vanished after reloadLevel not savedSave the level after Generate
Empty map after GenerateNo Large building assignedBuild tab → add at least one Large asset
Buildings floatingMissing landscape collision or bad pivotsCheck collision; fix mesh pivot at base
No roadsRoads disabled or no road meshesStructure → Roads → enable and assign meshes
Different layout on another machineSeed or settings differMatch seed and all toggles; avoid unsaved preset drift
Preview vs Generate mismatchPreview is layout-onlyGenerate for full geometry pass

Still stuck? or post on the gist comment thread.

Purchase & policy

Purchase and policy questions → Pricing FAQ.

System requirements

  • Unreal Engine 5.5, 5.6, 5.7, or 5.8
  • Windows 10/11 or macOS (editor platforms supported by your UE install)
  • Standard UE project — no special hardware beyond your usual environment art workflow

Blueprint and C++

The OmniScape Generator actor links to the Control Center. You can trigger generation from Blueprint or C++ via the plugin's public API. See the gist for event names and workflow hooks.

Quick reference

  • Generate — full settlement pass (layout + buildings + ambient).
  • Clear settlement — wipe generated content before a full redo.
  • Save to Level — persist spawned actors to the level.
  • Seed — deterministic integer; same seed + settings = same settlement.

Ready to generate?

One panel. Deterministic settlements. Your art.