Is it possible to change the visibility map of a landscape chunk in blueprints or c++ code?
What I’m trying to do: build into a blueprint or code snippet (I’m comfortable in either domain) the “erasure” of the underlying landscape where I’m placing the entrance mesh for a cave-spawning object. It’s always the same mesh, so I can define a constant size brush if necessary, or drive it from the collision mesh. The landscape material already has the right settings to support editor-painted holes in the visibility, but my end goal is to avoid using any landscape material painting in favor of plopping down a cave seed mesh and letting it dynamically grow at game launch, creating random cave systems. “Nice-to-have” would let me give that tool to players as a built in simplified map editor mode.
I know this is a very old thread but I am interested in this as well. From searching around this doesn’t seem possible but hoping UE5 introduced something?
Might be possible to drive using RVT or a render target of your choosing and hooking that render target texture up to the visibility in the landscape material. I have no idea if it would work run-time though.
Resurrect a 5 year old topic to add nothing but silliness? Great work folks.
Its been possible to make cave entrances - including removing collision - since ue4.11 at the very least.
Look up tutorials online, there’s bound to be only about a billion.
Extrapolating from how you do it manually, to creating and setting up a render target to drive the actual landscape in real time takes maybe 10 minutes.
Anything that is driven by the material itself can happen in real time.