I would like to make a map where the elevation is generated dynamically with several nose filters, then some elevation is compressed. So 2 above water line to 30 becomes 2 to 10. this would make the RTS build able area.
You should be able to do this with a height-and-slope sensitive terrain shader, and a landscape layer that sources height from a virtual height field.
https://docs.unrealengine.com/4.26/en-US/API/Plugins/VirtualHeightfieldMesh/
Thank you for your Idea, but I need it to make terrain for vehicles to drive on. Virtual hight field dose not have a collision.
I’ve generated dynamic runtime geometry with collisions using the procedural mesh support.
It’s a little more annoying because you have to essentially add each triangle at a time (although you can provide vertex and index lists) and figure out what to do for texture coordinates, but once there, it works.
I would recommend chopping it up into several chunks, each one perhaps 32x32 meters, so a top-down camera can cull a bunch of them.
Another option is to build a bunch of modular blocks of “flat,” “slope down to north,” “slope down to east,” … and then generate and assemble as appropriate. (This is similar to how the Starcraft II map editor worked internally, if I remember correctly?)