CHANGELOG
This page documents the full version history and updates for the One-Click Level Generator (OCG).
Version 2.0.0-beta.1 (2026-09-06)
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
Back up your
MapPresetassets 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.- 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 a
MapPresetis 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.
Version 1.2.1 (2026-08-01)
Improvements & Fixes
- Added support for Unreal Engine 5.8.
- Refactored internal tab factory registration logic for UE 5.8 private API changes.
Version 1.2.0
New Features
- Added support for Unreal Engine 5.7 and 5.7.1
Fixed Bugs
- Fixed landscape generation issues in Open World levels on Unreal Engine 5.7.1
- Added compatibility for Unreal Engine 5.6 and earlier in landscape utility methods
- Added compatibility for Unreal Engine 5.6 in river generation logic
Version 1.1.1
New Features
- Added a button to the OCG Window that assigns a new River Seed and generates a river when clicked.
Fixed Bugs
- Fixed a bug where multiple rivers would be generated at the same location when creating more than two rivers.
Version 1.1.0
New Features
- Added a feature allowing users to import custom Height Maps to generate terrain.
- Introduced a seed parameter in the river generation logic, ensuring rivers are generated in the same locations for identical seeds.
- Added a layer to prevent PCG content from being generated during level creation, which can be applied via painting in landscape mode.
- Added a Preview Map feature that displays a debug line preview of terrain generated by the current OCG seed.
- Added a Height restriction property for meshes in PCG settings.
- Added an icon to the OCG Window button, accessible from the top Window tab.
- Enhanced the UI to show the progress and tasks being performed at each stage of level generation.
- Added several sample vegetation meshes.
- These meshes now spawn when creating levels using MP_StylizedLandscape.
- Updated the logic for specifying landscape scale, enabling direct input in kilometers.
Fixed Bugs
- Fixed a crash that occurred when the biome name in OCG settings was set to “None.”
- Resolved an issue where regenerating rivers caused irrevocable loss of layer data at biome boundaries.
- Fixed a problem where, with both the OCG Window and MapPreset Editor open, rivers were only generated in the editor’s world.
- Fixed an issue where debug points would not appear even when enabled in PCG settings.
- Fixed inconsistent terrain generation with the same seed during initial creation in the OCG Window.
- Fixed a crash that occurred when clearing a MapPreset in the OCG Window.
Version 1.0.0
- Initial release 🎉
- Added a custom editor and the ability to create MapPreset Assets.
- Added random terrain generation.
- Added random river generation.
- Added biome-specific PCG content generation.
- Miscellaneous feature improvements and bug fixes.