Hi everyone!
I have trouble setting up an utility widget aiming to import a landscape heightmap from a Render Target holding a procedurally generated texture.
I found something similar to this on a blog post , however the linked project doesn’t compile anymore now in 4.26 because Landscape Import Heightmap from RenderTarget can only be callable from an utility blueprint (which I am doing from an Editor Utility Widget)
The documentation ain’t helping me either
Does anyone have any idea that could help me ?
Thank you very much in advance
[accidentally deleted my old post]
Hi there,
are you still searching for an answer?
I am currently working on something similar.
The following worked for me:
Create a new “EditorUtilityActor”
Add a new custom event and enable “Call in Editor” within the “Details” panel.
This is how my BP looks:
The material I use in the “Draw Material to Render Target” Node looks like this:
You then need to drag and drop the BP Actor into your scene.
In the “Details” panel you can find a button with the same name as your custom event.
However, I am currently still trying to figure out how to get rid of the blockiness:
UPDATE :
I found out why my landscape looked blocky even though I was using a 16 bit PNG (or at least I thought I was).
Hi,
I know this is an old-ish post, but in case you or anyone else is still looking for an answer:
In the following example I am using a heightmap of a terrain, but that should not matter all that much.
This issue might be related to the UE version you are using.
When I try to import this 16 bit PNG:
[ImageProperties]
I get the following results:
[UE 4.26]
Drag and drop the image into the Content Browser and double click it to open the Texture Editor.
[TexEd_426]
Under “Compression Se…