I’ve got a user request for a tool to create a terrain-following mesh using the spline tool, but, rather than following the terrain as a ribbon the geometry would be a closed polyline (or closed spline) : effectively a ‘fill’ to the spline in the same way a road spline is a ‘stroke’
To make this work I’d need to be able to sample the underlying terrain, either the mesh version or the heightmap version. If I had the same sample frequency as the underlying terrain then creating the offset mesh is pretty easy; Raycasts will let me find the terrain at a given point - but I don’t know how to make sure those points are lined up with the sample points of the terrain.
So, how do I proceed? I’d prefer to do it all via BP but I could do it in C++ if there were no other way.