Heightmap-based colored cube environment

Hi, im quite new to UE4/5 but experienced in C++ on its own. I was wondering if anyone has any insights in how to generate colored-cube environment from a heightmap, not unlike Minecraft. The reason I am not mentioned voxels is because they don’t need to be. The blocks dont need to be destructable, and for rendering purposes its likely easier to use traditional geometry. Question now is: What are some ways to get that in UE4?

I have experimented with the landscape tools, however they always seem to do some interpolation, and I have no idea how to get the blocky look I am going for using the landscape tools. Using different resolution height maps hasnt yielded much progress either.

Any tips or interesting insights?

If I were to do this I would sculpt my environment with the landscape tool, export it to Houdini and use houdini to place the blocks in the scene using the landscape as a guide.

You can probably write a blueprint to also place the cubes in grid fashion, offsetting on z and have it populate using the landscape too.

I just thought, maybe use the landscape with a LandscapeGrassType in the grass output node. with your blocks. That would allow you to have them following a grid pattern one beside the other.

Nice insights! I might just try writing a little tool to populate the landscape with cubes. Not familiar with Houdini, but it should be doable in the UE editor as well.

Think i’ll also check that LandscapeGrassType you mentioned, sounds like it actually already largely does what my supposed tool would do. This gives me something to work from, thanks!