How can I create a Procedural Landscape?

Hello!

I want to create a procedural landscape generation when loading the level. Right now my idea is to inherit from the ALandscape actor and then generate the terrain in the event BeginPlay.
Here’s my .h code:

UCLASS()
class AHavenLandscape : public ALandscape
{
	GENERATED_UCLASS_BODY()
};

So the problem with this is, that VSStudio does not link this code. It misses all the methods of ALandscape.

I have tried another approach. The idea was to generate a landscape in the editor and then turn it into a Blueprint with the editor-button “Replace with composited blueprint”. That didnt work out either, I think its because the landscape then doesnt have height data anymore or whatever.

Does anyone of you guys know an approach to modify the heights in runtime? I think the easiest approach would be to just link some library for the terrain, but which one do I need to link?

As far as I know, generating a landscape object at runtime is not supported yet. You might be able to do something with custom static meshes however.