Procedural City Generator – OmniScape – Unreal Engine

Procedural City Generator – OmniScape – Unreal Engine

DEMO VIDEO

Generate cities, towns, villages, and ruins that look hand-placed — in minutes, from one panel.
OmniScape is a procedural settlement generator built for cinematic artists, virtual production teams, and indie devs.
One panel, live preview, no node graphs, no PCG headaches.
Tweak parameters until it looks right, then bake it.

LAYOUTS THAT ACTUALLY LOOK DIFFERENT
Five named generation patterns, each with its own visual signature:
• Radial — concentric rings around a center, perfect for capitals and fortified towns
• Voronoi — organic district shapes that read as “old city” naturally
• Perlin — soft, noise-driven sprawl for villages and frontier settlements
• Axial — grid-aligned blocks for modern or planned cities
• Organic — irregular, hand-placed-looking groupings for ruins, hamlets, camps

BUILDINGS, SHAPED THE WAY YOU WANT
Three size tiers (Small / Medium / Large) with full control over density, ratio, rotation, and footprint.
Two placement modes: Cluster (tight, district-like grouping) and Roadside (aligned to road network).
Mix tiers per layout for visual variety without manual placement.

ROADS THAT BEHAVE
Procedural road network with main and secondary tiers, automatic intersections, width control, and clean alignment to building edges. Roads are generated, not painted — change a seed and the whole network rebuilds in seconds.

WALLS, GATES, AND PARTIAL FORTIFICATIONS
Drop a wall ring around any settlement with full or partial coverage, automatic gate placement, and corner handling. Use it for medieval keeps, ruins with collapsed sections, or border outposts.

ENVIRONMENT, FOLIAGE, AND ANCHORS
Foliage, debris, and props scatter intelligently around the settlement based on density and proximity rules. Volumes and Anchors let you carve out plazas, exclude zones, force key structures (a temple, a market, a hero asset), or pin landmarks exactly where the shot needs them.

PRESETS YOU CAN ACTUALLY REUSE
Save any configuration as a preset and reapply it across projects. Build your own library — medieval, desert, ruins, sci-fi, modern — and load the vibe in one click.

BUILT FOR PRODUCTION
• Auto-batched into Hierarchical Instanced Static Meshes (HISMs) for cinematic-scale scenes
• Editor-only generation — zero runtime overhead, ships clean
• Perfectly deterministic — same seed, same output, every time, on any machine
• Multiplayer-replication aware
• Full Blueprint API for custom pipelines and automation
• Single codebase supports UE 5.5, 5.6, and 5.7

WHO IT’S FOR
Cinematic artists who need a settlement for a shot, not a six-week PCG learning curve. Virtual production teams who need reproducible, deterministic environments across takes. Indie studios who need scale without enterprise complexity. Solo creators who want their world to look right the first time.
Built and supported by a working cinematic artist.

Technical details:
Code Modules: OmniScape (Runtime), OmniScapeEditor (Editor)
Network Replicated: No (Editor-only generation)
Supported Development Platforms: Windows, Mac
Supported Target Build Platforms: Windows, Mac
Supported Engine Versions: 5.5, 5.6, 5.7 — single codebase, no engine-specific builds
Dependencies: None. Completely self-contained C++ drop-in plugin

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