From brief to world foundation
Describe your world.
Bring its terrain into Unreal.
Shape terrain, plan routes and site foundations, then inspect the result in 3D. Add optional materials and take a downloadable world pack into UE 5.7–5.8.
- 01
Describe
Start with a preset or your own brief. Brief Check is free.
- 02
Inspect
Review terrain, layout and follow-up work before exporting.
- 03
Download
One ZIP. Python quick build or manual Landscape import.
No Cosindra Desktop required for downloads. No API key needed or supported on the web.
A world foundation you can take into Unreal
Describe the terrain, map dimensions and important locations. WorldWeaver compiles an outdoor foundation with eroded terrain, water, routes, site foundations, vegetation placement and atmosphere settings for UE 5.7–5.8.
Brief Check flags unsupported requests before generation. After weaving, inspect the 3D terrain, World Compliance and gameplay reports to see what was compiled and what still needs work. Refine with a follow-up prompt, revert one step, and save privately unless you choose to publish.
This is an editable starting point, not a finished game: greybox buildings need final assets, and gameplay diagnostics do not create combat logic. Survey colors help you read the layout; Surface adds smooth shading and optional preview-only detail. Downloads keep their own materials.
One download. Two ways to build.
World Pack includes a standalone Python builder for persistent terrain mesh, plus PNG16 heightmaps, masks and exact settings for manual, sculptable Landscape import. Pick one route for your level. Neither download route requires Cosindra Desktop. Blender, Unity and Godot ZIPs are available for the same world, and converting adds no credits.
Follow the UE5 import guide →Engine data, priced per world
The export is heightmap, mask and layout data your engine edits natively, rather than a Gaussian splat or a rendered clip. A world costs 6 credits on every eligible plan (11 with the paid-plan Pro engine), local edits on paid plans cost nothing, and what you generate is yours under the Terms of Service. Plans differ in monthly credits and features; none caps the revenue of the game you ship, and there is no paid major-version upgrade.
Compare with Gaea and World Machine →Upgrade the surfaces, keep your world
Baseline materials are included. Material Needs identifies suitable terrain, route and site surfaces. Where the MaterialForge integration is enabled, paid plans can select up to eight, confirm an exact credit quote, and download the world and successful materials in one World + Materials Pack. Final building assets and custom project meshes are not replaced.
See the material workflow →Your own API keys and AI subscriptions are supported in Cosindra Desktop only. Web products do not support them: they use Cosindra-managed AI and Cosindra credits, including on the BYOK plan.
Building by hand instead? Read the UE5 environment guides — layer-by-layer walkthroughs of forests, canyons, islands, swamps and six more settings.
Frequently asked questions
What exactly does WorldWeaver generate?
An outdoor world foundation: eroded terrain, water features, planned routes and site foundations, vegetation placement, and lighting settings. Inspect the 3D result and its compliance and gameplay reports before exporting. Buildings may be editable greyboxes, not finished asset kits; combat logic, interiors and final environment art still need your work.
Does the browser preview match Unreal Engine?
The quick Python builder uses the generated terrain heightmap and physical scale shown in the preview. Survey mode uses diagnostic colors, not exported materials. Surface mode offers baseline detail and, while a purchased material run is available, a MaterialForge preview with an on/off comparison. Downloads include their own surface shading; the browser Detail toggle does not modify them. MaterialForge surfaces tile at 8 m on the ground. The browser preview, the Blender and Unreal installers and the optional Unity and Godot adapters blend the same masks smoothly, with slope-aware projection on cliffs. A plain world.glb opened in a standard Unity or Godot importer without those adapters gives each terrain cell one material, so grass and rock meet at hard edges. Lighting can differ between engines. Higher-resolution manual Landscape exports are recomputed and can differ in fine erosion detail.
Do I need Cosindra Desktop or my own API key?
No. Generate and download in your browser, then run the downloaded Python file in UE 5.7–5.8. Only the optional Apply in UE5 shortcut needs Cosindra Desktop and the CosindraMCP plugin. Your own API keys and AI subscriptions are supported in Cosindra Desktop only. Web products do not support them: they use Cosindra-managed AI and Cosindra credits, including on the BYOK plan.
How many credits does it cost?
Brief Check and the Material Needs list do not consume credits. A world generation costs 6 credits with the standard engine, or 11 with the optional paid-plan Pro engine. The same operation costs the same credits on every eligible plan; monthly allowances differ. Optional material generation has its own exact quote for you to confirm before it starts.
What do I download, and is the first download free?
World Pack is one ZIP with a standalone Python builder, readable world JSON, and a Landscape folder containing PNG16 terrain sources, masks and import instructions. Starter includes one free asset download shared across products, not one per world or per month; further asset downloads require a paid plan. JSON export does not use that allowance. With an available material run, choose World + Materials Pack to get the world and generated materials together instead of downloading each separately.
Can I get a sculptable Unreal Landscape?
Yes, through manual import of the included Landscape/heightmap.png using the exact values in Landscape/README.txt. The standard quick builder creates persistent StaticMesh terrain, not a brush-sculptable native Landscape. Choose one route for your level. Layered materials on a manually imported Landscape require your own Landscape layer or world-coordinate setup.
Are MaterialForge textures included automatically?
No. Baseline world materials remain usable without a material purchase. Material Needs identifies suitable surfaces; paid plans can select up to eight and confirm a separate MaterialForge quote. The combined pack installs successful materials on matching WorldWeaver-owned terrain, routes and greyboxes. It does not replace your own project assets or turn greyboxes into finished buildings.
Can I refine and save privately?
Yes. Refine with a follow-up prompt and revert one step. Refinement carries the seed forward, but it is not a region lock: changes to the terrain specification can still reshape it. Saving is private by default; publishing is a separate choice. A saved world is not permanent storage for generated material maps. Download the combined pack within the material maps’ 24-hour recovery window; a complete downloaded ZIP is self-contained and does not expire.
Can I change one area and keep the rest of the world?
On paid plans, yes. Local edits to terrain, vegetation, routes and sites in the workspace cost no credits and leave everything outside your selection untouched. AI Refine shows the scope and the exact credit price before it runs. For a lake with an outlet or a new coastline, WorldWeaver prepares a candidate, shows it next to the original, and only replaces the world when you accept. Preparing the candidate is the paid step; accepting costs nothing, and declining discards the candidate without a refund.
Which engines can I export to?
Unreal Engine 5.7–5.8 through the World Pack, and Blender, Unity and Godot through separate ZIPs. Converting a generated world to another engine format adds no generation credits. The Unreal pack carries PNG16 heightmaps, masks and import values for a native Landscape; the other packs carry the mesh and layout data for their engine.
How does this compare with Gaea or World Creator?
Gaea and World Creator are desktop terrain tools with their own node graphs, revenue-capped indie licenses and paid major upgrades. WorldWeaver works from a written brief, previews in the browser, and exports engine data rather than a Gaussian splat or a video. Each world costs 6 credits on every eligible plan and the output is yours under the Terms of Service. If you want a hand-sculpted node workflow, those tools are the right choice; if you want a playable foundation from a brief in minutes, start here.