Simmer down, I smell incoming Flak
You two lovers go grab IM and talk sweet nothings to each other there.
As for the topic, no, the UDK is not suited for this, and pretty much nothing is. I've followed the infinity engine for awhile, it's very cool, but it is ultimately a tech demo. It's been a tech demo for years now. It sounds to me like you're new to this, so to just give it to you straight, you won't be able to do that. You could spend years learning the necessary skill set to make an engine like infinity, but then you won't be making a game, you'll be making an engine.
Be realistic, why do you need everything procedurally generated? If that's code for "well I can't make any art", go find an artist. As much as we'd all love to have an infinitely scalable universe (I do sci fi stuff, trust me, I would too), figure out how you can approximate it. For example, you could start outside of a planet, use level streaming as you got close to load a more or less "fog level", while transitioning to a "on the planet" level. There are creative ways to simulate the effect. But the #1 thing to do wrong is if you're starting is to say "I want to make a game that multimillion dollar studios can't realistically create". Distill what you think is "cool" about your game idea, and then find ways to fake/approximate it within the existing bounds of available technology.

As for the topic, no, the UDK is not suited for this, and pretty much nothing is. I've followed the infinity engine for awhile, it's very cool, but it is ultimately a tech demo. It's been a tech demo for years now. It sounds to me like you're new to this, so to just give it to you straight, you won't be able to do that. You could spend years learning the necessary skill set to make an engine like infinity, but then you won't be making a game, you'll be making an engine.
Be realistic, why do you need everything procedurally generated? If that's code for "well I can't make any art", go find an artist. As much as we'd all love to have an infinitely scalable universe (I do sci fi stuff, trust me, I would too), figure out how you can approximate it. For example, you could start outside of a planet, use level streaming as you got close to load a more or less "fog level", while transitioning to a "on the planet" level. There are creative ways to simulate the effect. But the #1 thing to do wrong is if you're starting is to say "I want to make a game that multimillion dollar studios can't realistically create". Distill what you think is "cool" about your game idea, and then find ways to fake/approximate it within the existing bounds of available technology.
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