I need to generate the landscape at game startup, set the heights and layers. I’ve tried many options, but only those that work in the editor work, and they don’t work in the shipping version; they don’t even compile.
My question is, is this even possible?
If it’s possible, I’ll look for ways to do it, but so far I haven’t found a single option that even comes close to working in the final version.
The AI says it’s not possible, but the AI is often wrong. I need a precise answer to plan the project in this direction…
Hey there @Zimaell! So the landscape system isn’t really meant to be modified much at runtime, so in this case the AI isn’t hallucinating.
Depending on how much manipulation you need, you may want to look into Voxels for full control over each cubic unit of your terrain including depth, caves, overhangs, etc. However if you just want more of a 2 dimensional control, you could look into procedural/dynamic meshing.
I can make a more direct recommendation depending on your use case.
I’ve already started building my landscape using UProceduralMeshComponent, and the grid is already working. I’m currently figuring out how to change layers for selected vertices, just so it looks like a standard landscape. I mean, smooth transitions between materials. I haven’t figured out how to do this yet—are different materials used and somehow adjusted, or is it all in the material itself?