I tried to create a blueprint for landscape and the game crashed. I already sent the error for report. I just came here to warn. =)
Hi ,
Thank you for submitting a bug report. I have reproduced this issue and logged a report for it here. You can track the report’s status as the issue is reviewed by our development staff.
Hi, this isn’t something we expected. We’ll make sure the crash is fixed, but can you let us know your usage case for blueprinting a landscape?
Sorry, the editor shouldn’t be allowing Landscape as a blueprint type. It wasn’t allowed in 4.12 and before, it’s a bug that 4.13 allowed it. Landscapes don’t get initialized properly unless created through the landscape editor, which causes all sorts of crashes.
I have fixed it for the next version of 4.13 so that Landscape is not a blueprintable type (again).
Do something like Zelda Breath of the Wild, where the character can climb where you want. =)
For something like that, it’d be best to setup the climb animation/behavior in the player character so they can determine where they can/can not maneuver. You can also use volumes that the player interacts with to allow specific climbing functionality. I believe the first option (in the character) is probably a better choice in the long run. If you use a line trace to determine whether or not a ledge can be reached or a wall has handholds (by running the line traces over the player’s hands, for instance), it will give you significantly more control in the long term over what can/can not be done. Additionally, you won’t be limited to a singular landscape, you can apply the functionality to static meshes, destructibles, volumes, etc. without being forced to make the logic in a second location.
Good idea! Thanks! =)
is there a way to change a landscapes heightmap in editor dynamically? Like say I had an array of heightmaps (not my usecase but a simple example) is there any way to properly create a landscape and set the heightmap or edit an existing landscapes heightmap - even in c++?