Can you create a mesh with C++, either with the editor running or at runtime? Such as, load and read a heightmap and create a terrain mesh from it.
Hi Michael,
This is technically feasible and we have an interface for modifying height data at runtime, as it’s used by the editor tools. There’s also a single function that will import landscape from heightmap data
ALandscapeProxy::Import(FGuid Guid, int32 VertsX, int32 VertsY,
int32 ComponentSizeQuads, int32 NumSubsections, int32 SubsectionSizeQuads,
uint16* HeightData, const TCHAR* HeightmapFileName,
TArray ImportLayerInfos, uint8* AlphaDataPointers[] );
The landscape editing code is currently compiled out of the non-editor Game-only executable. I have an open TTP request to make that optional, and to also expose a simplified set of landscape editing functions to Blueprints for runtime deformation such as craters etc.
You shouldn’t need c++ for this, landscape should already offer to create mesh from a heighmap, at least it worked in UDK, is should be in rocket still.
I believe the point here is to be able to generate a mesh from a heightmap in real-time, maybe for dynamic terrain deformations ?
By Editor running I meant a custom process, that could generate terrain patches, and also make buildings and other things from an input file. DTED format is an example and then save them as, or into a map/maps.
Yes, I want to create voxel meshes in game, so I would like to know a way to create my own meshes and render them into the scene. I am just starting with Unreal 4 today.