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Project Leonida UE 5.8

Unreal Engine 5.8 open-world prototype focused on large-world setup, procedural content tooling, water/landscape workflow, and editor automation.

Highlights

  • Unreal Engine 5.8 project with runtime module, editor plugin, Python tooling, and world-building content.
  • Phase-based automation scripts for scene generation, PCG setup, verification, HLOD, and benchmark workflows.
  • Custom LeonidaPhaseA editor plugin scaffolding for repeatable environment generation.
  • Configured UE systems for PCG, Water, Landmass, Mass AI/Crowd, Enhanced Input, and Chaos vehicles.

Tech Stack

  • Unreal Engine 5.8
  • C++ Unreal modules
  • Unreal Editor Python automation
  • PCG, Water, Landmass, Mass, and Chaos plugins

Repository Layout

  • ProjectLeonida.uproject - Unreal project descriptor.
  • Config - engine, game, input, scalability, and editor settings.
  • Source - runtime game module.
  • Plugins/LeonidaPhaseA - custom editor plugin source.
  • Tools - Python automation and validation scripts.
  • Docs - generated phase reports and asset inventory data.
  • Content - portfolio project assets and world data.

Local Setup

  1. Install Unreal Engine 5.8.
  2. Open ProjectLeonida.uproject.
  3. Regenerate project files if needed from UnrealVersionSelector.
  4. Run the editor automation scripts from Tools as needed for phase verification.

Notes

Local generated folders such as Binaries, Intermediate, Saved, DerivedDataCache, backups, logs, and IDE output are intentionally excluded. A local Android file server security token was replaced with a placeholder before publishing.

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Unreal Engine 5.8 open-world prototype with editor automation, PCG, water, and world-building tools.

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