Knowledge Base: Runtime Landscape Editing

@avol
Sure. And how long does something other than a PC take to re-create collision component?

Theres a reason no one does this with the default landacape - aside from the fact the system itself is bad.
That’s the possible size of it.

You have to modify everything - or even just a single component when you do it right which you aren’t btw - and each component is far too much for most systems to handle at runtime along with the rest of your game’s procesing.

You may be able to improve a bit by getting the difference between the original and the new map, resolving which compnents need to be updated, and manually updating collision just for those.

It may work in testing on a single landscape setup - and it could be a decent idea for some stuff - but its a hitch along system rather than a gameplay element, which is what people generally want.

In other words, you can run the code but you will end up overloading the CPU/GPU if you constantly update every frame, which is what players usually intend to do with actions while sculpting.

Dont get me wrong, its not horribly bad (the editor does it, right? Hitching like crazy most of the time but it does it) performance for the task at hand - but if you also start adding movement of foliage and re-drawing of grass etc to the equation like you probably need to, you end up lagging dreadly behind.

On the other hand, making something with an off the shelf voxel system designed specifically for gameplay goes around most of that - and also allows creating holes and 3d representations.

@Aphexx100
At the bare minimum youd need to be able to know how to throw his shared code up in a blueprint class, make a blueprint callable function, and expose the correct textures to the function so that you can feed them in along with whater exec pins need to run the code.

Its not that hard really. But the performance of it is going to be very limiting, not sure its worth anyone’s time.

What would be worth people’s time?
Procedural mesh component.
If you have to bark up any tree at all, that one would probably be the best.

You can then choose to create an analytical mesh based on pixel heights rather than a hard set “one verxtex each unit set” measure… for one…