Recently in this thread: Procedural Terrain - C++ - Epic Developer Community Forums
I had asked if it would be possible for a cloud server to have access to the unreal engine building process without any form of human intervention.
I plan to have the client submit a seed value to a cloud server. The cloud server then takes that seed value, and generates a height map. From there the height map is loaded into a nonvisual “pseudo” editor, and lightmass/physics prebaking are executed. The umap is then sent to the player, and loaded in entirely conventional ways.
Is the whole “pseudo” editor thing possible? This is the only work around I’ve thought of for doing procedural open world terrain without editing the height maps themselves during runtime and without requiring hundreds of gigabytes of storage space (Also without having to write my own client side LOD system/Rendering system)