I’ve been thinking about trying UE for a while but I’m not sure if UE will support what I need. I’ve been working on an DirectX12 game that generates planets. These are smooth (i.e uses a marching cubes like algorithm) voxel planets that are generated from functions at runtime. Most of the work is done in C++ so I wanted to see if I could make that part of the code into a plugin for UE. First off everything is in double, however when I use DirectX it all gets converted to float for the GPU and I move the meshes around the camera as not to lose precision. I gather UE now has some system for doing large terrain, so I’m wondering if I can use it to do something similar. So here are the questions:
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My terrain is in chunks however they are not regular. They are triangular shaped and they change size, number and support LOD. So basically I need to add, delete chunks of mesh data as the program runs and also they can’t be limited to a square grid as they are wrapped around a planet.
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Since I’m generating stuff from functions. There is no permanent collision mesh. However I do have special JIT terrain that gets created around the player as he moves. triangles are already in grouped in hierarchical cells since it was originally created in a sparse voxel octree. Is there some way to get this data in it’s hierarchy over to UE for collision? Alternatively I can use my collision, but I’m guessing I would lose any IK if I did that.
Thanks