Architect Massive Worlds. Leave the Manual Placement Behind.
OmniScape is a premium, fully parametric procedural city generator for Unreal Engine 5.5, 5.6, and 5.7 — one codebase, no engine-specific builds. It uses a node-graph-first layout: landmark nodes anchor the city, and the tool generates roads, building zones, and environment scatter so settlements look designed, not scattered.
OmniScape Control Center (v2.0) puts everything in one place: a dockable panel (Window menu or toolbar) with presets, a 2D live preview (pan, zoom, colour-coded legend), one-click Save to Level, and all generator controls. Load a preset, tweak parameters, and see the layout update in real time — then generate and ship with content that persists in packaged builds.
Why Choose OmniScape?
Zero PCG dependency — Self-contained C++ algorithms. No PCG graphs or learning curve; drop the plugin in and start building.
Editor-only, zero runtime overhead — All generation runs in the editor. Shipped builds have no generative logic — only the placed content.
Strong performance — Identical meshes are batched into HISMs; scales with UE 5.5+ and Nanite for large worlds.
Fully deterministic — One seed gives the same result everywhere. Randomize to explore; lock it to ship reproducible layouts.
Core Capabilities
5 parametric layout patterns — Radial (plazas, fortresses), Voronoi (districts), Perlin (hillside villages), Axial (planned grids, including Parallel Grid), and Organic Cluster (hamlets). Each has its own tuning and pattern-aware roads. Five built-in presets (one per pattern) let you compare all layouts in one click.
Spline volume zones — OmniScape Volume actors for Exclusion (no spawn) or Inclusion (spawn only inside). Multiple volumes per city.
Manual anchor nodes — OmniScape Anchor actors fix node positions; roads and buildings connect to them. Per-anchor mesh and Blueprint overrides.
Smart building orientation — Per-tier toggles for road-facing or center-facing; street-front alignment where you want it.
Blueprint & static mesh support — All tiers and environment layers support meshes and Blueprint classes, with weights, bounds overrides, and offset transforms (including Packed Level Actors).
Visual road surfaces — Road static mesh with spline rendering, width scale, tiling, and shadow options. Roads snap to terrain.
Spur streets — Optional short perpendicular roads at building slots for finer street detail.
Terrain snapping — Assets and road splines snap to terrain; buildings are rejected beyond your max slope angle.
3-tier weighted building system — Landmarks, mid-ring, and outer sprawl with auto-normalized weights.
Layered environment scatter — Vegetation, rocks, and debris with density, proximity, scale, and upright override.
Stop placing by hand. Use the Control Center, live preview, and presets to iterate fast — then generate, Save to Level, and ship. Accelerate production and scale your world with OmniScape.
2026-04-10 00:00:00-update version:Procedural City Generator - OmniScape v5.5+