WorldWeaver · UE 5.7–5.8
Download your world. Open it in Unreal.
Cosindra Desktop is optional. Extract the downloaded ZIP, open a new empty level in Unreal Editor, and choose one of the two routes below.
Updated 2026-09-05 · Cosindra team
1. Choose the pack, not two separate downloads
- World Pack
- Includes
world_weaver_script.py, readable world JSON andLandscape/sources. Baseline materials are included. You do not need a separate script download. - 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 runs01_build_world.pyand02_install_materials.pyin order.
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
- Extract the entire ZIP into a normal folder. Keep the included files and subfolders together; do not run a script from inside the ZIP.
- 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.
- 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.
- Choose File → Execute Python Script. For World Pack, select
world_weaver_script.py. For World + Materials Pack, selectinstall_world_and_materials.py. - Wait for completion. Check Output Log for
WW_RESULT; a combined pack also reportsWW_MATERIAL_RESULT. Read any errors or partial-material warnings before continuing. - 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.
- 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. - 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. - 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.
- 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; the current World Pack button 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.
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 Survey view
- Survey is a diagnostic map. Compare the baseline with UE Surface; generated material upgrades and Unreal project lighting can change its 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.