Voxel 3D Map UI
Summary
A fully procedural 3D voxel map system, built after Kojima Productions' GDC talk on Death Stranding 2's 3D UI Voxel Map. The level is captured, converted into voxel data, and rendered back out as an interactive map - with no hand-placed artist assets, and no manual re-authoring when the level changes.
The pipeline captures the level from a grid of hemisphere and slice views, culls geometry nothing can ever see, and packs what's left into a hierarchy of voxel blocks. Those blocks bake into a portable Data Asset, then render back out through a custom ray-box HLSL shader doing per-block voxel stepping and distance-based LOD blending, all driven by an isolated scene capture with a free-orbiting camera feeding a UMG map widget.
Getting hundreds of thousands of voxel instances to render smoothly (and to survive an editor session without freezing Unreal's selection or undo systems) took as much problem-solving as the rendering itself. Custom editor tooling (a full "Build Voxel 3D World" pipeline registered through Unreal's own build-menu system) turns the whole capture-to-render process into a single click.
📘 Full Devlog
Hemisphere capture, occluder culling gone wrong on cliff faces, a 673K-instance editor freeze, and the UE-objects-that-don't-survive-a-save bugs that took a whole session to run down.
Read the DevlogSkills
- C++ Systems Programming
- Custom HLSL Shaders
- GPU Scene Capture & Rendering
- Point Cloud Processing
- Data-Driven Asset Pipelines
- Editor Tooling & Build Pipelines