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VOXEL TREE SYSTEM / VERSIONS

Versions and
roadmap.

Which version of Voxel Tree System Fab installs today, what every version brought and what we are working on next.

LAST UPDATED

ON FAB NOW

2.0Live

Released 12 October 2026. This is the version Fab and the Epic Games Launcher install today.

What it brought

NEXT UPDATE

2.0.1In the works

Being made now: it goes to Fab when it is finished and tested. The update is free for everyone who owns the plugin.

What it brings

YOUR COPY

Which version do I have?

Open your project, Edit > Plugins and search for Voxel Tree System: the version is under its name. When a new version is live, the Epic Games Launcher offers it in your Fab library: install it to your engine again and reopen the project.

Waiting for 2.0.1? The product page and the guides already describe version 2.0.1. Until Fab has released it, your copy is 2.0 and a few of the newest features are not in it yet. Something not working as described? Write to us: we answer every message.

WHAT EACH VERSION BROUGHT

Versions.

The highlights of every version, newest first.

2.0.1In the worksRelease date: when Fab approves it

Leaves on the branches

Leaf clumps that grow on the branches and stand upright, every merged mesh baked again with them in one set, and a round of fixes for the interface, chopping, wood and saving.

Leaves that grow on the branches

The leaf clumps of the broadleaf species and the larch were sprays of twigs in a volume around their branch, and some floated off it. Their twigs now start on the branch and spread forwards, to the sides and up, as leafy shoots grow. The pines keep the brushes of needles at the branch tips that came with 2.0.

Upright clumps

Every leaf clump now stands upright with its front along its branch, so leaves hang and catch the light from above. Before, the trees turned their clumps any way, some upside down. A forest tree and the interactive tree it becomes when hit place their leaves the same way, so nothing changes at the swap. The placement is a project setting, Upright Leaf Clumps, on by default.

One set of merged meshes, no bigger download

All 80 merged meshes, 20 species in 4 ages, are baked again with the new leaves in their place in Merged_Meshes_V2. The separate folder of 2.0 pine meshes is gone and its paths lead to the new meshes, so maps keep their trees. The plugin is not larger than 2.0.

Gamepad keys and a prompt for your own HUD

The cutting tool has default gamepad buttons next to its keyboard keys, set in the project settings. The interaction prompt shows the keys of the device the player is using and switches when the player picks up a gamepad or goes back to the keyboard. The prompt now works without the demo panel, so a game with its own HUD keeps it, and its titles can be translated.

Pawns that change, levels that stream

Leaving a pawn removes its cutting interface and taking it again brings it back, so vehicles, spectators and character switches keep a clean screen. A tree manager streamed back in links the players' cutting tools again.

Smoother felling

When a felled tree lands, its broken branches get their physics a few at a time over the next frames instead of all in the frame of the impact, which removes a hitch on trees with big crowns.

Also in this version: bug fixes and performance improvements.

2.0On Fab now

New C++ plugin with open-world forests

The tree-cutting system rebuilt in C++, now with forests of millions of choppable trees, 20 species, saving, and hooks for your AI, interface and audio.

Forests of millions of choppable trees

Plant forests with the Foliage Tool, PCG or the Forest Scatter, which plants from a seed at runtime and can follow a density mask to keep roads, villages and water clear. Untouched trees stay merged Nanite meshes, with collision only near players and working villagers. The tree the player hits becomes interactive on the spot. With Prebuild Trees turned on (off by default), the trees nearest the player are prepared ahead of time and the swap takes about 0.2 ms. 12,000 trees run at 28-30 fps on an RTX 3070 Ti (1600x900, Lumen, Virtual Shadow Maps), and an example map holds 1.5 million trees.

Cut, fell and process the wood

Cut a tree at the base, or cut a single branch where the tool hits. The tree falls with physics, breaks its branches and leaves a stump, and the trunk becomes logs to process into planks, wedges and beams. Building a tree is about four and a half times faster than in the Blueprint version. Any tree mesh, such as one from a Fab pack or a SpeedTree export, can also be made choppable: it falls whole and leaves a stump.

Saving, regrowth and seasons

Turn on the forest (one project setting, off by default) and every tree that was touched keeps its state (chopped, felled, stump, growing back) under a stable id, even when its area streams out and back in. The forest's changes export as a few bytes per touched tree for your own SaveGame. Your game drives the forest's time, so trees grow back over game hours, and it sets the season, wind and weather that the trees' materials show.

Ready for your AI and gameplay code

Functions for Blueprint and C++ find the nearest free tree, reserve it, and give where to stand and where it will fall. They chop without traces and work or collect the wood without aiming. Trees far from every player and working villager are felled on paper: the stump appears and the wood is reported at once, with no falling tree spawned. Remove Trees In Box clears a building plot. Events report each fall, impact and collected piece, including who collected it.

20 species, lighter leaves

20 named species, each in 4 ages, with its own leaf atlas and 15 bark materials shared among them: English Oak, Silver Birch, Scots Pine, Norway Spruce, Silver Fir and more. Lighter leaf clumps give merged trees 5 to 10 times fewer triangles, and the Scots and Black Pine needles grow from the branch tips at their real size. The tree shapes are more natural and can be adjusted per tree. Shape trees in the level with the Tree Designer and bake their merged meshes in the editor.

Drops into any project

One command in the Tools menu creates the two collision channels on any free slot, and the plugin finds them by name. Place one tree manager in each level with trees. The cutting tool is added to the player's pawn, whatever pawn it is, and brings its own keys or uses your input. All content is cooked into packaged games, and the example maps play with an included demo character. For Windows, Unreal Engine 5.7 and 5.8, single player.

Your interface and your sounds

The prompt, chopping bar, demo panel and tool beam can each be switched off or replaced. Interface skins restyle them, and every interface text can be translated. Synthesized sounds cover every moment (chops, the crack and fall, the impact, breaking branches, wood work, collecting) in sound sets you can swap, including one per species, and wood-chip effects play at each chop and at wood work. You can also turn them off and drive your own audio from the sound event.

Fits the rest of your game

Trees can block the navigation mesh, the game's own sight and projectile channels, and carry your actor tags (a building system's 'blocks placement'). Forest shadows ignore the wind (on by default, the wind stops beyond 60 m), which keeps Virtual Shadow Maps affordable. Windows, Unreal Engine 5.7 and 5.8, single player, Nanite and Lumen with dynamic lighting.

Also in this version: bug fixes and performance improvements.

1.xEarlier versionOffered on a separate Fab listing, no longer listed.

Original Blueprint version

The first Voxel Tree System, made in Blueprints for Unreal Engine 5.7 and offered on a separate Fab listing that is no longer listed. Its trees, cutting, falling trees, wood processing and tree manager carry over to 2.0.

ROADMAP

What comes next.

Planned work, not a promise: the order may change and there are no dates. Every update goes through Fab's review before it reaches you.

In progress

  • Finer trees

    More natural crowns and more detail on trunks and branches, species by species, starting with the pines. Leaf clusters with better shapes and better turned leaves, checked from the ground and from the air.

Next

  • Moss that stays on the tree

    Moss on trunks and branches that belongs to the tree, not to the world. Today a world-aligned moss would change when a forest tree becomes interactive and starts to fall; this moss will look the same on the standing forest tree, on the interactive tree and on the logs on the ground, and it can follow the season and the rain.

  • A performance pass on a large island

    Measurements on a large open-world map with dense forests, then the fixes they ask for: cheaper merged trees at a distance, lighter shadows, and swaps, fellings and wood work without hitches. Reused wood pieces and cut blocks come with it if the measurements call for them.

  • No tree manager to place

    The tree manager will start by itself, so a level with trees will need nothing placed by hand. Levels that already have one keep it.

  • Wood into your inventory

    A ready-made connection that sends collected wood to your game's inventory, on top of today's events: logs, planks, wedges and beams arrive as item types and amounts you choose, from the player and from villagers alike.

  • Clearer tree settings

    Every tree parameter in a named category, with a tooltip and value limits, so shaping a tree in the Tree Designer needs no guessing and a wrong value cannot break the tree.

Later

  • Lighter merged meshes

    Leaves and trunk merged separately, with stronger reduction on the leaves only, for a smaller download and less memory with the same look up close.

  • Trees from shared parts

    An option to build forest trees from shared parts with the engine's experimental Nanite Assemblies, next to the merged meshes, if a prototype proves it is lighter for large forests.

  • PCG forests from the tree table

    If PCG in Unreal Engine 5.7 allows it, groups and species read from the tree table, with no graph nodes to edit and no limit of 15 species per group.

  • Faster building and cutting

    A hand-optimized rewrite of tree building and cutting, checked against today's results, that also loads meshes and materials in the background instead of while a tree is built or grows back.

YOUR IDEAS

Missing something?

Tell us what your game needs: requests from developers shape what comes next. Found a bug? Join our Discord, open #bug-report and post with the Voxel Tree System tag; questions go to #support (in English).

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