Frequently Asked Questions
Quick answers to common PlanetX product, editor, runtime, and documentation questions.
#Is PlanetX a runtime planet generator?
PlanetX connects an authored Unreal Engine Level to a curved planet surface and a baked proxy representation. It does not replace the original Ground gameplay content or generate a complete Game World at runtime.
#Does PlanetX own the complete Level Handoff travel flow?
No. PlanetX prepares and restores the Level Handoff state. Game code remains responsible for OpenLevel, destination Pawn creation and possession, and the destination GameMode policy.
#What is the difference between Ground, Transition, and Orbit?
- Ground uses the original gameplay content and its full detail.
- Transition links Section state, runtime context, Actor pose, and travel state while the representation changes.
- Orbit presents the planet and its baked Section Proxy content at distance.
#When should I use Same World or External Level?
Use Same World when both representations can coexist in one World and your game can coordinate visibility and state locally. Use External Level when the Ground experience lives in another World and requires a Travel Ticket and restoration flow.
#Why do I need Scan Sources before Bake?
Scan Sources rebuilds Source Review and Output Plan. After changing a source's Use or Role, select Apply Source Changes before Bake so the reviewed source decisions are applied to the plan.
#Does PlanetX support World Partition?
PlanetX provides World Partition-aware options, including validated-HLOD preference and automatic output sizing. The World Partition, Data Layer, and spatial-loading policy must still be verified for each project.
#Which Unreal Engine versions are supported?
PlanetX 1.0.1 targets Unreal Engine 5.8 and Win64, and requires GeometryProcessing and PCG. Review Compatibility and Limitations before integrating it into a project.
#What should I include in a problem report?
Check Known Issues, Setup and Configuration, Proxy Bake Issues, and Runtime and Travel Issues first. Include the PlanetX version, Unreal Engine version, exact reproduction steps, relevant settings, and the complete error or diagnostic output. Send the report to jungle.labx@gmail.com.