EONFORM DOCUMENTATION A WORLD IN THE MAKING

USER GUIDES / Start here

Make your first terrain.

Start with one source and one region. You can make the graph more elaborate once you have seen it in the level.

Before you start

Open your Unreal Engine 5.8 project with EONFORM enabled. The plugin declares dependencies on Mesh Partition, PCG and Water; make sure the required plugins are available and restart the editor if prompted.

Open a level in which you want to generate terrain, then choose Tools → EONFORM.

Create a terrain graph

  1. In the Terrain Graph toolbar, choose New and create a graph asset. Use Save as you work.
  2. Right-click the graph, add a Perlin node from Primitive, and connect its Out pin to the Terrain Output input.
  3. Select Perlin to adjust its settings in the parameter panel. Keep the final terrain result connected to Terrain Output.
GOOD TO KNOW

An empty, unconnected graph evaluates as flat terrain. A graph with terrain nodes needs one valid terrain connection to Terrain Output.

Preview, then generate

  1. In Terrain Output, choose the world width and depth in kilometres, elevation scale in metres, and a final resolution. Start modestly while experimenting.
  2. Choose Refresh Preview to evaluate the bounded, whole-world editor preview.
  3. In Mesh Terrain Regions, select a cell such as A1 and choose Generate Selected. Wait for mesh finalisation and inspect the generated region in the level viewport.
  4. Save the graph and your level. Select a loaded region and choose Unload Selected when you no longer want it loaded.
GOOD TO KNOW

Previewing does not load Mesh Terrain regions. Opening or editing a graph does not automatically solve the whole world.

Selected-region output can still require an expensive full-world calculation for globally coupled processes. A completed terrain commit does not guarantee that the viewport has finished updating.

EONFORM © Michael Cuneo 2026