Skip to content
Brass Orrery

Version 1.0, coming to Fab. Orrery Terrain 1.0 is not on sale yet; this guide can still change before it is.

GuideOrrery Terrain 1.0Start

1. Install

  • Unreal Engine 5.8.
  • Windows 64-bit for the editor. The plugin’s editor module (the Terrain editor mode and the importers) is Windows only.
  • A graphics card and RHI that support Shader Model 5 or higher for the main renderer. Below that, the plugin falls back to a simpler mesh renderer. Lumen and virtual shadow maps are Unreal features that need Shader Model 6 on DirectX 12; see Features by graphics card.
  • Linux builds of the runtime modules exist, but no Linux server has been run yet, so this release supports Windows only. See Limits and the support policy.
  1. Close the editor.
  2. Copy the OrreryTerrain folder into your project’s Plugins folder. Create Plugins if it does not exist. If you bought the plugin on Fab and installed it to the engine from the Fab library, skip this step.
  3. Open the project. If Unreal asks to build modules, say yes. (A Fab build of the plugin ships compiled.)
  4. Open Edit > Plugins, search for Orrery Terrain, and make sure it is ticked. Restart the editor when asked.

The plugin needs the Enhanced Input plugin. Unreal turns it on for you when you enable Orrery Terrain.

The plugin is still marked beta in its descriptor.

  1. Open Window > Developer Tools > Output Log.
  2. Type LogOrreryTerrain in the filter box. You should see no errors.
  3. Open the Modes dropdown at the top left of the level editor. You should see Terrain (Orrery).
  4. Open Edit > Project Settings > Plugins > Orrery Terrain. It holds the project defaults: the default material, the quality profile, the residency radius, the sculpt undo depth, the save file suffix, the folder for generated material wrappers and the network settings. A terrain actor can override the per-terrain values.

The plugin ships a default terrain material, texture arrays, a runtime virtual texture and the input assets for the runtime brush tool. To see them in the Content Browser, open the Settings menu of the Content Browser and tick Show Plugin Content. They live in the plugin’s content folder (the path /OrreryTerrain/), in Materials and Tools.

Add the module to your game’s Build.cs:

PublicDependencyModuleNames.AddRange(new string[] { "OrreryTerrain" });

Add OrreryTerrainRenderer for the render subsystem and the grass system, and OrreryTerrainCore if you include any Native/ header. The editor modules are for editor tools only; keep them out of game modules.

Next: Quick start.

Plugin 1.0 · Unreal Engine 5.8Found a mistake or something unclear? E-mail us