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Make sure you follow these, to prevent bugs
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- Be careful when using high surface levels, by setting f.e. gold surface level to 0.7, you’re saying that gold is basically everywhere and when player start mining it start forming “air bubbles” where the gold isnt present


- Keep uniform chunk actor scale (f.e. X = 50, Y = 50, Z = 50) for chunk manager to work properly!
- When using 3D chunk manager mode ideally use the same chunk size, f.e. 48x48x48, setting different height might result in unexpected behavior. In 2D it should work fine with any height.
- Use Two Sided material for generated ores (iron, gold…)
- Make sure you put chunk manager in your level if you want to use it.
- Assign Physical Material to your Materials if you want to use the destruction VFX.
- Assign pairs of Physical Material and their Material in the lookup table of the BFL_Materials (Plugins/ProceduralCaveGenerator/Materials/BFL_Materials). In order for the destruction particles to have the correct material

- Demo materials are using world space coordinates so it looks good only on static, non-moving object. That's why terrain deformation effect looks a bit off if you focus on the material of the debris. You can fix this by making separate material for the VFX (without world space coordinates) and putting it into the lookup table instead of the original material.
- In ChunkManagerTestWorld chunks spawn light actors on load and destroy them on Unload, this is not efficient, I recommend using Light Actor Pool instead.
- Warning “LogProceduralComponent: Warning: Detected 7992 degenerate triangles with non-unique vertex indices for created mesh section in 'ProceduralMeshComponent’” is okay, it triggers when you modify chunk. Destroyed triangles are set to -1 and thus creating degenerate triangles which Unreal will remove. I’m setting it to -1 so it doesn’t need to shift the whole array of triangles each time ich deletes some.