How’s the new Mesh Terrain work in terms of runtime Procedural Landscape Generation?
Hey! Did you ever manage to export this new mesh terrain to external data? I myself is stuck in UE 4.27… and I’d like to be able to export the data in any format, I’l put it in blender and make a heightfield out of it.
Hi, I’m making a plugin that exports landscapes but I’ve only done the old-style landscapes atm - will be looking into converting these at some stage soon.
cool, feel free to ping me
Hello Sean,
We have a Material section in the documentation. In terms of UVs we dont have UV editing tool atm, since there is only one UV channel (with auto unwrap). Having several UV channels and UV editing modifiers is on the roadmap.
For your material, you can use mesh terrain weight channels just like landscape layers and lerp various texture sets.
Hope this helps!
hela neato. please Eli5 i am #smoothbraingang . how would i go about digging a hole in game using mesh terrain. really look forward to ur responce.
“doubt kills more dreams than failure ever will”
Heya! Saw the really great Unreal Fest talk.
-Same question.
Is there anything fundamental that will prevent Mesh Terrain from working in runtime and replicated? With concessions, such as lower fidelity?
Even if it’s not on the roadmap or planned for feature complete.
i.e. plugins, or custom code.
Thank you!
Is it possible to have a typical Blueprint/PCG spline mesh setup where the resulting spline mesh is what’s being projected onto the Mesh Partition using a node similar to the “Mesh Partition Projection Instance Spawner” that was demonstrated in the State Of Unreal demo? That would be super powerful for making eroded dirt paths for example. Also blend modes kind of like “multiply” in addition to the Set, Raise, Lower, options could be really cool. Thanks for progressing a very cool tool.
I ask regarding spline meshes specifically, because of the shape grammar capability. I understand that landscape spline meshes have been a thing for a long time, but the PCG shape grammar spline meshes are game changing imo. If these could project to the landscape that would be very cool. Thanks for your work on these features!
How to enable Distance Field Shadow for Mesh Terrain?
Mesh Terrain doesn’t seem to generate a distance field. Does this mean it wasn’t actually designed for Lumen’s Software-RayTracing mode?![]()
Will future updates add the ability to generate something similar to the height field of older landscape systems?
Is there a Mesh Terrain Builder Commandlet?
Can’t find one.
Like
Can’t Build in Editor, get Out of Ram crash.
I really hope it does allow access to non-WP levels. Being able to load parts of meshes would be amazing and then I could use this feature in my game.
At the moment, I’m still thinking of using it, but getting the individual static meshes it produces and loaded them that way, I just hope collision doesn’t have issues in the cracks.
It would be great, if discovery of sections wasn’t only through the World Partition actor descriptors.