Migrate from v5 to v6
v6 changes how you author, not just what version number the plugin reports. Upgrade a copy of the project - or a source-controlled branch - and keep the v5 build openable until your maps have passed the checks at the bottom of this page.
Before opening in v6
- Back up the project and the old plugin package.
- Note the preset DataTables and seeds your maps depend on.
- If a legacy generated result cannot be reconstructed, convert it to independent assets first.
- Install the v6 package matching your engine. Streets and the PCG replacements need UE 5.8 - see compatibility.
What replaced your v5 workflow
| You used in v5 | You use in v6 |
|---|---|
| Draw/utility-widget path creation | Architect Mode - drawing, editing, branching, snapping, and shapes in the viewport. |
| Ad-hoc preset browsing | The Preset Library: search, filters, favorites, thumbnails, drag and drop. |
| Wall groups copied by hand | A connected stack saved as a Building Preset, placed as a Building on any footprint. |
| Treating the preview as final | The baked-first workflow: explicit Bake Connected, automatic unbake on change. |
| MultiBuilding | UE 5.8 PCG: Streets lots → SA Subdivide Lots → SA Spawn Building. |
| Legacy Prop Spawner | UE 5.8 PCG: SA Edge Placer, samplers, SA Pick From Pool, SA Prune Footprints. |
MultiBuilding and the Prop Spawner are gone from v6, not hidden. Their baked output survives as ordinary content, but new procedural work goes through the PCG graph.
Check your content
- Open each Wall, Building, and Curve DataTable and confirm the rows load with the expected struct.
- Actors using Parameter Overrides: confirm the override still masks the value you meant it to.
- Assets that must not change appearance: pin their Seed to a fixed value now.
- Complex connected stacks: check parent IDs after loading.
- Custom Pieces: verify floor strings and Insert/Overlap behavior.
Retire v5 only after this passes
- Open your representative maps in v6 and let generation settle.
- Compare piece packing, corners, floors, roofs, materials, and Boolean cuts against the v5 result.
- Bake/Rebake Connected, then read Diagnostics.
- Run one of each conversion flow your project uses - to mesh, to Blueprint, or standalone export.
- Rebuild one legacy MultiBuilding or Prop Spawner setup as a PCG graph and confirm it regenerates deterministically.
When those pass on your own maps - not before - retire the v5 branch.