Ya, it made sense. I was scratching my head as to why it wasn’t generating anything and then I saw the LOD parameter and I just facepalmed :rolleyes: Pretty fun to play around with, still trying to figure out all the various noises, luckily I have some experience with World Machine so I’m not entirely new to how heightmaps and how blending them works.
Oh, and as for the water - did you ever check out the community project Ocean Water Shader? I used to use it a while back and it was pretty solid - it has a to render an infinite ocean. And the buoyancy was pretty cool to play around with - maybe that’s something that could work?
Edit:
Seems like this is very hard to get working with a custom gamemode, not sure if due to the plugin or the engine itself. If I make a new gamemode and try to use it as-is, then it will work. But if I want to use a custom character instead of the DefaultPawn, I need to restart the editor or it won’t update.
And in doing so, it’ll stop generating terrain. Even PrintString stops working for whatever reason. I know that PrintString has been extremely buggy the last few versions of the engine, so it may be on their end and not yours. :rolleyes:
Edit2:
Seems it’s related to having a custom player controller, I can change pawn and all that stuff in my gamemode - but if I try and use a custom PC, the plugin stops working.
I also made a little UMG interface to make it a bit easier to fiddle around with various settings, still vastly incomplete - I only have the regular noise generator implemented thus far, and can only use one at a time - so none of that fancy blending stuff just yet. Still fun to fiddle with though
Sort of a prototype interface if it’s something you’re interested in adapting later on, the user can hover over the ? and see a tooltip with information about the setting.