TerraInk turns gameplay events into persistent splats on world surfaces, then promotes them into replicated procedural scatter through ISM, HISM, PCG, or FastGeo, all at runtime.
High-level overview: what TerraInk solves, the runtime pipeline, the four backends, and example use cases for biomes, territory, infestation, scorch marks, and growth.
02 / ReferenceModule breakdown, splat texture layout, scatter promotion rules, PCG bridge, FastGeo compute path, replication model, console commands, and per-cell memory math.
03 / CookbookPaint-aware PCG graphs for technical artists. Four user parameters, four recipes: density-driven scatter, density gradient, layer-routed meshes, tier-aware density. Stock PCG nodes only.
04 / Integration
Project-grade integration into a Lyra-based game: Build.cs entry,
ranged-weapon ability wiring, gameplay tags, team-driven layer routing, multiplayer
authority, and a verification checklist.
Screenshots and live captures of TerraInk painting, scatter promotion, and PCG-driven content in real Unreal projects.
Download a working project for your Unreal version. Each ships a paint config, scatter tiers, and a paintable level so you can validate the runtime in minutes.
First-Person Template projects with TerraInk wired in. Source on GitHub, covers UE 5.6, 5.7, and 5.8. Pull, build, paint.
Open on GitHub → UE 5.6+ · BinaryPre-built TerraInk Shooter (First-Person + TerraInk). Direct download — unzip, launch the editor, you're painting in a minute.
Download .zip → UE 5.8+ · SourceLyra Sample Game with TerraInk integrated: Build.cs wiring, ranged-weapon ability, team-driven layer routing, multiplayer authority. Source on GitLab.
Open on GitLab → UE 5.8+ · BinaryPre-built Lyra + TerraInk project. Direct download for evaluating the multiplayer team-paint flow without compiling Lyra from scratch.
Download .zip →Author layers and scatter tiers as data assets, attach a painter component to a pawn, and TerraInk handles persistence, replication, and procedural placement on its own.