Hi. I’m currently learning Blueprints with sort of a “tribute” to the classic The Sentinel, which involves a type of environment based on a grid of vertices where every vertex is at a different height, similar to other classic games like Wetrix or Populous. That sort of seems to match the behavior of Landscape rather well, that’s why I started to implement it that way, but unfortunately the gameplay requires poly-perfect behavior while Unreal automatically tessellates the terrain based on distance.
Is there any way to deactivate or work around that issue, and if not, is there anything like a marketplace asset of sorts that does something similar? Thanks for the help.
hm, thanks a lot, but isn’t that procedural geometry? I’m not looking for anything deformable in real-time or changing shapes or similar, and in fact the landscape tools are acceptable to build such landscape, it’s just that it tessellates the geometry so it’s not really the poly you see is the poly you get.
You could try reducing the landscape LOD to the minimum, but I’m not sure if you can get flat shading to emphasize the poly character of the ground (haven’t tested it yet).
The best thing would be to limit the terrain snapping to higher values to get more distinctive jumps in the terrain but I’m not sure it’s an option available in the editor.
Oh yes! that’s a great idea. Not the best in the editor itself, which also tessellates the geometry and it becomes a blob once the distance from camera is far enough, but it’s a fair workaround. Thanks!
Just found out, for anyone with the same problem in the future, there is an option in the Landscape details called Max LODLevel which can be set to 0 (default is -1) essentially eliminating tessellation