Landscape terrain is fixed once the game is running.
A Landscape stores one height for each point on the map. It has no way to hold a cave or an overhang, and players cannot change it. A game about digging needs tunnels that stay where a player carved them and craters that are still there after a reconnect.
Replacing the Landscape with a voxel mesh creates two new jobs. Navmesh, foliage painting, grass, water, PCG and World Partition were built around Landscape and have to work on the new terrain. Every edit also has to reach each connected player, anyone who joins later, and the save file.
Add one component and bind two inputs.
The terrain is a smooth 3D volume, so it can hold caves, overhangs and tunnels. It stays detailed where the players are and cheap to draw everywhere else, with no visible seams.
Every player sees the same terrain. Someone who joins mid-match gets it as it is now, with every hole and mound already there, and a saved game brings it back the same way.
Ask
Add the Voxel Edit component to your character. Call Request Dig from your dig input and Request Place from your place input.
Check and apply
The server finds the spot the player is looking at and enforces your limits on reach, hole size and dig rate. You can add rules of your own in Blueprint.
Stay in sync
The edit goes out to all connected clients. Players who join later receive it too, and it is written to the save.
What happens to each Landscape feature.
Each feature below either works the way it does on a Landscape, has a RogueVoxel version, or is unsupported and comes with a workaround. The optional ones stay off until you enable them, and a feature you leave off adds no cost.
What keeps a large world fast.
In our stress test, 32 bots dug 320 times a second. The server needed about 4 ms of each 33 ms frame, each dig cost about 53 bytes per player, and a player watching it all kept about 117 frames a second.
Detail where it matters
Terrain near the players is drawn in full detail and terrain farther away with less, so a large world stays quick to render.
Pre-built terrain
Bake the terrain in the editor so players load into the world faster.
Small saves, quick joins
However much the players dig, the save file and what a joining player has to download stay small.
Tested separately on UE 5.7 and 5.8.
Each engine version gets its own build, and every change goes through an automated test pipeline on both before it ships.
Known limits.
RogueVoxel handles terrain. The items below are outside what it does today.
Six sample maps come with the plugin.
Enable Show Plugin Content in the Content Browser to find them.
RogueVoxel is not released yet.
It is in development. The price and licence will be published at release.
RogueVoxel installs like any other engine plugin. Once it is enabled, open the Dig sample map and press Play.