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WorldWeaver · Import guides

Download your world. Choose your engine.

Cosindra Desktop is optional. Extract your ZIP and follow the guide for its selected format: UE 5.7–5.8, Blender, Unity or Godot. Unity and Godot default to GLB mesh scenes, with optional native terrain adapters in a separate folder.

Updated 2026-10-16 · Cosindra team

1. Choose the pack, not two separate downloads

UE5 World Pack
Includes world_weaver_script.py, readable world JSON and Landscape/ sources. Baseline materials are included. You do not need a separate script download.
UE5 World + Materials Pack
Choose this after your optional MaterialForge run. It includes the world, successful material maps and recipes, Landscape sources, and install_world_and_materials.py. Use that one installer; it runs 01_build_world.py and 02_install_materials.py in order.
Blender, Unity or Godot Pack
Contains world.glb, the original terrain sources and a format-specific import guide. All three offer World + Materials after an available MaterialForge run. Blender uses its supplied installer; Unity/Godot embed supported PBR materials directly in the GLB.

Starter has one free asset download shared across products, not one per world or month. Further downloads and world-material generation require a paid plan. If you want generated materials, finish that workflow first and download the combined pack once.

2A. Quick build with Python

  1. Extract the entire ZIP into a normal folder. Keep the included files and subfolders together; do not run a script from inside the ZIP.
  2. Open your target project in UE 5.7 or 5.8. Under Edit → Plugins, enable Python Editor Script Plugin and Editor Scripting Utilities if needed, then restart the editor.
  3. Save any current work and open a new empty level. The downloaded builder populates the current level; unlike the Desktop shortcut, it does not automatically choose a sandbox map for you.
  4. Choose File → Execute Python Script. For World Pack, select world_weaver_script.py. For World + Materials Pack, select install_world_and_materials.py.
  5. Wait for completion. Check Output Log for WW_RESULT; a combined pack also reports WW_MATERIAL_RESULT. Read any errors or partial-material warnings before continuing.
  6. Inspect the terrain and surfaces, then save the level and generated assets. The standard builder creates persistent StaticMesh terrain under /Game/WorldWeaver/, not a native brush-sculptable Landscape.

Do not paste Python into a console or run it through the old exec command. Output Log is where you read results, not where you paste the script.

2B. Manual, sculptable Landscape

Choose this instead of the Python terrain build when you want Unreal’s Landscape sculpting tools. Do not import a second terrain on top of a quick-build result.

  1. Open the extracted Landscape/README.txt. It contains the exact dimensions, component settings and X/Y/Z scale for that export. Do not guess scale from another world.
  2. In a new empty level, open Landscape Mode → Import from File and select Landscape/heightmap.png. Apply the settings listed in that README, then import.
  3. Add your Landscape material. The included terrain, water, route, site and traversal masks are source data where those systems exist, not an automatically wired Landscape material.
  4. For a combined material pack, follow its README for material installation and binding. Automatic multi-material masks target the generated mesh’s UV layout; a manual Landscape needs your own layer/world-coordinate graph. Use the vegetation CSV as placement data, not as an automatically imported foliage system.

WorldWeaver’s export pipeline supports 505, 1009 and 2017 sample resolutions; Download → UE5 requests 1009. Higher-resolution Landscape terrain is recomputed, so fine erosion can differ from the preview while using the same world specification and physical scale.

Blender: editable terrain, roads and water

Choose Download → Blender in the WorldWeaver result toolbar or your saved-world page. The pack exports the selected world’s stored terrain and supported surface geometry without another AI generation or terrain simulation.

  1. Extract worldweaver_blender_pack.zip.
  2. In Blender, choose File → Import → glTF 2.0 and select world.glb. No Python installer or Cosindra Desktop is required.
  3. Set the 3D Viewport’s Clip Start and Clip End (press N → View) to the values listed under VIEWPORT CLIPPING in README.txt. Blender’s default 1000 m Clip End otherwise hides most of a large world.
  4. Keep the imported objects selected and use View → Frame Selected. To frame only the terrain later, right-click WorldWeaver Terrain in the Outliner → Select Hierarchy first; larger terrains are pieces under it. Switch to Material Preview for the embedded baseline color.
  5. Edit the mesh and save your scene as a .blend file. Scale is in meters; the standard importer sets Blender’s Z-up orientation.

Supported roads and river/lake/ocean surfaces are separate named meshes under Roads and Water parent objects. They use simple baseline materials, not native curves or simulated water. Rivers retain their stored polyline, descending levels and downstream width profile.

Check World/export_report.json for exported and skipped features. After a Blender, Unity or Godot download, WorldWeaver also shows how many scene features that exact pack omitted and why, or says when the report is unavailable. Only compiled passing roads are included; entire failed or bridge-required routes are omitted. Sites includes purpose-specific editable blockouts, not finished building assets. Vegetation proxies uses linked low-poly stand-ins at the exact compiled positions, scales and rotations; replace them with your own foliage models. Their simple dimensions are illustrative, not UE asset dimensions. Bridges are not instantiated. Original planning and placement data remains in the JSON/vegetation CSV.

With MaterialForge upgrades

On a completed material run, choose Download World + Materials → Blender. Extract the ZIP, then use Scripting → Text → Open to open install_blender.py and click Run Script. The script imports the GLB for you and applies existing PBR maps to terrain layers and supported roads. Do not import the GLB first. This replaces the baseline steps above: use either the baseline GLB import or the World + Materials installer, never both in the same scene.

Each run adds a new collection without replacing existing objects. Set the README’s Clip Start and Clip End, use View → Frame Selected on the still-selected new objects, then switch to Material Preview, inspect and save your .blend; generated images are packed for saving. Site finishes apply only to matching blockout roles, leaving plazas and footprints unchanged. Unsupported or failed bindings appear in the collection’s material_report custom property. UE procedural shader graphs and lighting are not translated. Tested with Blender 5.0.1.

The combined Blender pack requires the original owned terrain snapshot and unexpired material maps. An edited or unavailable source produces an error, not a replacement world or a new generation charge.

Normal download access applies, including Starter’s single shared free download. Choose the format you need before downloading. Conversion adds no generation credits.

Generation snapshots have a 24-hour recovery window. Save a world to keep its terrain available; an unavailable snapshot never starts a replacement generation automatically.

Unity & Godot: portable mesh scenes

Choose Download → Unity or Download → Godot from a completed generation or your owned saved world. Both preserve the same stored geometry as the Blender GLB; no new generation is started. Each ZIP includes its own README, physical dimensions, source heightmap and exported/skipped-feature report.

Unity

  1. Extract the ZIP. Install com.unity.cloud.gltfast through Unity Package Manager, using a version compatible with your editor and render pipeline.
  2. Copy world.glb into a new folder under Assets/. Wait for import, then drag the imported model into an empty scene.
  3. Keep root scale at 1. Select it and press F in Scene view; add lighting, a camera and collision as needed, then save.

The GLB is mesh terrain. For optional sculptable TerrainData, copy the pack’s Native/ folder under Assets and follow Native/README.txt. Its Editor menu creates a new terrain and assets; it does not replace your scene. For pink materials or player-build shaders, follow the official glTFast import guide.

Godot 4

  1. Extract the ZIP and copy world.glb into a new folder inside your Godot project. Godot imports GLB directly.
  2. Create a 3D scene, drag the imported GLB into its scene tree, keep scale at 1 and press F to frame the selected world.
  3. Save the wrapper scene as .tscn. Add lighting, a camera and selected static collisions; the editor preview sun is not runtime lighting.

No Blender or terrain plugin is required. For node overrides and collision import settings, see the Godot import guide.

For optional sculpting in Godot, the Native/ adapter requires Terrain3D 1.0.x, which you install separately. Run it only in a fresh identity Node3D scene, following its README. Native terrain is resampled from the stored surface and uses a baked color layer, not an editable MaterialForge shader stack. Keep the original GLB; hide only its terrain mesh if combining it with native terrain.

With MaterialForge upgrades

Choose Unity or Godot under Download World + Materials. Supported successful materials are embedded as PBR textures; no Python installer is needed. Every material tiles at 8 m. Standard GLB importers have no layer blending, so in world.glb each terrain cell uses the layer its mask favors and layer boundaries are hard edges at terrain-cell size. For smooth boundaries like the web preview and the Blender and Unreal installers, use the optional adapters in Native/Materials/ (per-sample blend weights with steep-slope projection in Godot and in Unity's Built-in Render Pipeline; on URP/HDRP the Unity tool uses planar terrain layers); see its README. They were checked offline and have not yet been verified inside Unity or Godot. Original maps and masks remain in the ZIP for editing. Failed, procedural-only or unmatched bindings keep baseline surfaces. Check World/material_delivery.json for applied surfaces.

Colliders, navigation, lighting, simulated water and gameplay still require project setup. Validate the optional native adapter in your editor and render pipeline before relying on it. Normal download access applies: selecting another format does not reset Starter’s shared allowance.

If something goes wrong

“Tried to execute deprecated command: mesh_res …”
Python was interpreted as Unreal console commands. Stop that attempt and use File → Execute Python Script on the extracted file.
Execute Python Script is missing
Check the Python Editor Script Plugin, restart Unreal Editor and confirm you are in the editor rather than a packaged game.
Missing local texture or installer file
Extract the entire combined pack again into its own folder. Keep the Materials and Landscape subfolders with the installer. Do not mix scripts and maps from different runs.
Two worlds overlap
Separate tests into different empty levels. Check what was already in the current map before importing another world.
The colors differ from the preview
Survey is a diagnostic map. Surface uses smooth shading and optional procedural detail for browser inspection; the Detail toggle does not change downloaded materials. Generated material upgrades and Unreal project lighting can also change the appearance.

Save the ZIP while materials are available

A saved world is private by default and is separate from material-file retention. Generated MaterialForge maps have a 24-hour recovery window. Download the combined pack while they are available. A successfully downloaded complete ZIP is self-contained and does not expire.

Prefer the Desktop shortcut? Read how Apply in UE5 works. It is an alternative, not a requirement for these downloads.