Progress on the procedural generation project has been going well, here's a little taster :

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Most obvious addition is the foliage spawning using UE's instanced mesh components, performance is pretty impressive so far, although the real test is when grass is added, ideally UE's grass components could be used but currently the only seem to work for static meshes, it may require some tinkering.

As the project now includes paid for assets, the repository has been moved onto a private Perforce instance, which means the Github version is now several weeks out of date. The plan is once the code is tidied up a little to start pushing a working build onto Github once a week or so, or whenever there's a reasonably stable build, the first of these should be this weekend.