Thanks for the kind words, everybody!
I’ve been tweaking fog/lighting. The LPV emissive only works if there’s an active directional light (the emissive tags along with shadow rendering), so I added a moon that takes over the directional light when the sun sets. I also nerded out a bit and rebuilt the time-of-day blueprint to track the orbit of the planet around the sun, and change the path of the sun through the sky based on season, made the moon light dependent on phase of the moon…
I also switched to ExponentialHeightFog from AtmosphereFog so that I could change the color to match the horizon color in the sky material:
I’m currently trying to figure out some problems with LPV performance when the sun is very low on the horizon.
It only draws chunks near the viewer so that the world can be much larger than what can be rendered, but it doesn’t do streaming to/from disk. That wouldn’t be much harder than the save game stuff I already did, but I’m not planning to do it for BrickGame; you can have a pretty huge world just in memory!
Yeah, the code was all there, but the inputs were just not hooked up in the shaders. I submitted a pull request, but Martin Mittring said he already fixed it in the next release: https://github/EpicGames/UnrealEngine/pull/57
You can go pretty far by just generating vertex and index buffers like CustomMeshComponent, so that’s a good way to experiment with procedural generation. However, the generality of CustomMeshComponent is leaving a lot of performance on the table, so you’ll be able to do substantially more bricks using a specialized solution like BrickRenderComponent.
I actually haven’t put enough effort into the procedural generation part of it. You can see the code here: /blob/master/Plugins/BrickTerrainGeneration/Source/BrickTerrainGeneration/Private/BrickTerrainGenerationLibrary.cpp
