You can upload a png file 8bits, convert to texture and then use the set function on it with the component I guess.
You can use the image wrapper from unreal that loads pngs, you can load an 8bit png grayscale as your heightmap.
It’s just more easy, there are a lot of software out there to generate your png grayscale heightmap. But if you want to make your own perlin noise then you can do that.
Did you actually manage to set the texture as a new height map ? Did your texture generate the new land scape ?
So you make a flat surface with the unreal editor from the unreal editor where you have options to make landscapes. Then you bring that in with an array from the level and then you set new heightmap on it with your texture, your texture is generated from your png file you imported with image wrapper.
You have to import it with image wrapper so you get variables on it.
Just asking, did you actually manage to set the new height map. It’s what this function is for, for flat surface then set new, it is so you can import your blank landscape in C+ and create new with this function, a new heightmap based on your texture.
I did not look in the function to see what it contains, it may contain x,y minimal and maximal and reading pixel brightness maybe.
If it does not you have to do this on your own. If the function does not contain these things.
If you manage to set it, maybe you want to post, up to you.
Anyway next it depends on what you want to do with it, I wanted to create dynamic layers but it’s very hard using functions from the landscape module because most of them are restricted for the editor.
So you have to be C++ god like to build it in c++ without anything at all from unreal, and you may get restrictions from unreal.
So the best way I think is create a hightmap with the editor, then some how convert it to some kind of a mesh, and then you can edit the mesh how you like, the editor supports png landscapes.
So you make your landscape then convert to mesh maybe, then you can do whatever you like with the mesh, it’s a static mesh, procedural mesh, whatever . So this is another way of doing it.
This is what I wanted to look on, to convert landscapes to regular mesh and then do C++ on the mesh for dynamic layers, the landscape mesh is already made with geography it has, and you just make clones of it and create them as dynamic layers, you can set dynamic layers in C++ unreal, set them on objects, boxes and so on, you can change them on the fly or make them fluctuate over the land, so you have these cool effects.