Two ways in
Both demo levels are nearly empty on purpose — a launcher actor and a PlayerStart. Everything you see is generated when you press Play, so they open instantly and never ask you to rebuild lighting.
Interactive tour — walk it
/InstantOrganicCaves/Maps/IOC_InteractiveDemo
Tools › Instant Organic Caves › Open Interactive Demo, then Play. Or the Setup Wizard's Open Interactive Demo button.
Showcase — watch it
/InstantOrganicCaves/Maps/IOC_DemoMap
Tools › Instant Organic Caves › Open Demo Map, then Play: a captioned camera flythrough of eight cave sections.
Controls
The tour holds you still for the second it takes to build, under a Generating caves… caption, then drops you at the entrance facing down the path.
| Action | Keyboard & mouse | Gamepad |
|---|---|---|
| Walk | W A S D | Left stick |
| Look | Mouse | Right stick |
| Jump | Space | Bottom face button |
| Carve (in the Forge, crosshair on the rock) | Left mouse button | Right trigger |
| Leave Play-In-Editor | Esc | — |
The tour, zone by zone
Four cave actors make the whole route — two tunnels, and two solid blocks with rooms carved out of them — joined through passages carved to fit each tunnel's mouth. Each zone captions itself the first time you walk in: what the feature is, how you would use it, and that cave's live generation numbers.
Zone 1
The Mouth
A limestone tunnel, lit warm at the entrance. It is one AIOCProceduralActor
dropped into the level with a preset applied — the same thing you place yourself.
Feature: the drop-in cave actor and the Large Tunnel preset;
the CaveStyleTexture parameter giving it a limestone skin.
Look up: the stalactites are a scatter layer on ceiling faces only.
Zone 2
The Winding Run
The tunnel bends left and right as it climbs, because it follows a spline. Midway the passage opens out — the same actor, reshaped by a biome volume that overrides its radius, wall and noise inside a box, easing in over ten metres.
Feature: spline tunnels (bUseSpline) and
AIOCBiomeVolume with BlendDistance.
Watch the walls pull back as you walk in, and close again as you leave.
Zone 3
Crystal Gallery
A vaulted hall under a dome, with an alcove to one side. The rock here is a solid block; the hall, the dome and the passages in and out are carving components. Crystals, stalactites, stalagmites and geodes are five scatter layers, each confined to a slope range.
Feature: UIOCCarvingComponent (capsule hall, sphere
dome) and DecorationLayers with MinSlopeZ / MaxSlopeZ.
The green glow ahead is the next tunnel, seen end-on through the exit passage.
Zone 4
Alien Hive
Walls folded into organic, hive-like shapes, veined green. One slider does it: domain warp bends the noise field before the tunnel reads it.
Feature: the Alien Hive preset and
DomainWarpIntensity, with the alien rock texture.
Compare the wall shapes with the smooth limestone of zone 1 — same generator.
Zone 5
Strata Canyon
The last stretch of the same tunnel, lit amber, where the rock breaks into horizontal bands. A second biome volume switches terrace steps on for this stretch only.
Feature: TerraceSteps, applied by a biome volume
rather than a second actor.
Ahead, the path drops into the Forge.
Zone 6
The Forge
A hall shaped entirely by carving components: a capsule hall and a capsule vault across it, a sphere dome, a squared-off box niche and a capsule chimney. Then it is your turn — a crosshair appears; aim at the rock and left-click to carve.
Feature: every carve shape, and runtime carving through
CarveAtLocation, rebuilt in the background with collision.
Carve a pocket in a wall, then walk into it. Only the Forge accepts carves: it
carries the IOC_PlayerCarvable tag.
The portal
Infinite Depths
Walk into the blue crystal by the Forge's far wall. An AIOCStreamingManager
takes you to a tunnel it builds chunk by chunk around you and unloads behind you. Keep
walking; it does not end.
Feature: streaming, with world-space noise keeping every chunk seam closed, and player coupling that holds you until the floor under you exists.
The other demos
Each works in any level from the console (~) or Tools › Instant Organic
Caves, and each cleans up after itself with IOC.ClearAllDemos.
| Command | What you get |
|---|---|
IOC.SpawnInteractiveTour | The tour above, in the open level. Run it in Play-In-Editor to walk it. |
IOC.TourAutopilot | Walks the tour on its own — the whole route, a carve in the Forge, the portal and the depths. For recording and kiosks; -IOCTourAutopilot on the command line starts it with the tour. |
IOC.SpawnShowcase | The eight-section flythrough, with the diagnostic HUD and live generation metrics. |
IOC.SpawnShowcaseCapture | The same flythrough with captions only — the one to record. Add NoCaptions for clean B-roll. |
IOC.SpawnTunnelDemo | A single playable tunnel with lighting and the character. |
IOC.SpawnSpectacular | One crystal cavern with bloom, terraces and a walkway. |
IOC.ClearShowcase | Removes the flythrough and gives you your camera back. |
IOC.ClearAllDemos | Removes everything any demo added — caves, lights, walkway, the character — and leaves the level as you found it. |
Recording a capture
For a 60–90 second video, use the capture showcase: eight sections, polished captions,
no debug text, no external asset paths. The shipped IOC_DemoMap already runs it;
or open the Setup Wizard and press Create Starter Level to make
/Game/IOC_Showcase with its own launcher.
For the tour, let it walk itself: IOC.TourAutopilot takes the whole route with a
steered camera, carves the Forge wall and goes through the portal. For perfectly smooth footage,
run the map standalone with a fixed timestep and Unreal's frame dump, then assemble the frames:
UnrealEditor.exe <project> /InstantOrganicCaves/Maps/IOC_InteractiveDemo -game -windowed -ResX=1600 -ResY=900 -benchmark -fps=30 -dumpmovie -IOCTourAutopilot -IOCTourAutopilotQuit -IOCTourNoCaptions
The log prints the frame at which each zone begins, for timing titles. Leave out
-IOCTourNoCaptions to keep the in-game captions.
A presenter's script, 10–15 minutes
Walk the tour first — it is the demo — then open the editor and show how each thing you just saw is set.
Walk the tour
“Four cave actors, built live in about a second. Six features, one walk.”
Open Interactive Demo, press Play, walk to the Forge, carve a wall, take the portal.
Drop in a cave
“This is all it takes to start.”
Place
BP_IOC_Cave, cycleCavePresetthrough Large Tunnel, Tight Crawl, Open Cavern, Alien Hive, Canyon Strata.Draw the route
“Spline mode lets you author the cave's path instead of accepting one.”
Enable
bGenerateTunnelandbUseSpline; drag spline points.Change a region
“Local overrides without a second actor.”
Place an
IOCBiomeVolume, overrideTunnelRadius, setBlendDistanceto a few metres.Guarantee space
“Carving components guarantee rooms, doors and gameplay beats.”
Add a
UIOCCarvingComponent(sphere, box or capsule), adjust its falloff.Dig at runtime
“And the player can dig.”
Call
CarveAtLocation, or turn onbEnableCaveCarvingonAIOCCharacterand tag the caveIOC_PlayerCarvable.Dress it
“Eight props ship with the plugin, so a furnished cave needs no art.”
Add
SM_IOC_Stalactiteat slope −1.0 to −0.6 withbAlignToNormal, thenSM_IOC_Rock_Bat 0.7 to 1.0 on the floor.Materials
“UVs and smart vertex colours are generated for you.”
Toggle
bGenerateSmartColors, adjustTextureTiling, swapCaveStyleTexture.Stay fast
“Async, LOD, and numbers you can read.”
Enable LOD; show
LastGenerationTimeSeconds, voxel and triangle counts.Freeze it
“When it is final, bake it.”
Bake to Static Mesh; show the asset under
/Game/IOC_Baked.
Everything the plugin does
- Tunnels between two points or along splines, with open ends; spline networks fuse into one system.
- Solid-rock caves from layered noise, and cellular-automata caves through the
IOC Voxel CorePCG node. - Async generation off the game thread, with cancellation, a voxel cache and coalesced carve rebuilds.
- Five presets: Large Tunnel, Tight Crawl, Open Cavern, Alien Hive, Canyon Strata.
- Domain warp and terrace steps for the stranger shapes.
- Smoothing (
SmoothIterations) for organic surfaces. - Smart vertex colours for floor / wall / ceiling blends, and generated UVs with
TextureTiling. - Scatter layers with slope filters and optional Poisson spacing, using eight shipped props — no third-party art.
- LOD meshes with a distance switch and voxel-size multiplier.
- Carving: sphere, box and capsule components with falloff, runtime
CarveAtLocation, and opt-in player carving. - Biome volumes overriding noise, radius, wall and terraces locally, from a brush or a box, with blending.
- Streaming chunks around players, seam-free, with player coupling.
- Networking: server-authority generation, delta-replicated carve history, late-join catch-up.
- Bake to static mesh, with optional Nanite and generated LOD.
- Complex-as-simple collision on the generated mesh, cooked once per build.
- Live metrics: generation time, voxels, triangles, scatter instances.
- Setup Wizard: five guided steps, readiness checks, a voxel budget, undo.
- Two demo maps, the demo commands and a clean-up command that leaves no residue.