So I actually want to ask how to go about this.
With C++ in unreal I managed to get all the pixel data of all the pixels that I need from my 2D textures and store it as an int 8 bits in the range of 0 to 255 , I also manage to covert the pixel data from converted int to floats that have a range between 0 and 1.
I want to actually displace the mesh, offset the vertex points on a mesh that I already have that has a 3D shape. I can do this with noise from various noise libs that I use like simplex noise, my vertices in the mesh distorts/offsets from the original position to the offset of the noise and I get a distorted/modified mesh by noise. So I tried applying the same rules to the mesh that I usually apply with noise, this time trying to offset the vertexes of the mesh with floats obtained from converted color codes(pixel data), but it does not work and what I get is totally not the heightmap at all on my mesh.
There is a way to create mesh from pixel data but with new vertices and new triangles, but that would be a whole new mesh, not the mesh I have, and this can be done, but instead of creating new vertex points I want to offset the ones already that I have with float values I obtained from my pixel data.
Is it possible to offset the vertex points for my mesh with the pixel data that I have ? Is it something there that I’m not getting, do the floats need some format, or do I need to turn my floats into some type of noise that is continius. I use Procedural Mesh Component or Runtime Mesh Component, so I want this in C++.
The material node offers tesselation with displacement but this offers no collision at all and I could not find a way to give collision to the offset data from the node, I also want this in C++ oriented so later I have better control to improve things.
Where to after I get the floats from my pixels.