ok this is a pretty wide question :
I’ve got some experience with houdini now, but no experience with making tools in unreal
I want to, in houdini, generate a large network of roads and rivers meant for an open world game
I would generate all the rivers and road meshes, divide them into segments, then presumably export all the segments individually along with a json that’s a list of mesh names and corresponding positions in the world
In Unreal, I want to make a tool that will load each world partition cell, delete all existing river and road meshes, spawn the new ones for that section of the world, save all of them, unload, then move on to the next cell
Does anyone have any pointers on how to do the unreal side of things?
I’ve started looking into editor utility widget/blueprints but I’m afraid this might scale badly with a large world and be limited in terms of when to activate them (ie I’d like to also be able to do things like automatically launch that process whenever packaging as well)
I’ve also found something in the world partition doc page about commandlets (UWorldPartitionBuilderCommandlet and UWorldPartitionBuilder) but there’s no examples and we all know how readable the unreal doc is when it comes to cpp