Mesh Terrain. Sacam or no?

Everyone’s happy with mesh terrain.

I just tried it. Is it just me, or is it the worst piece of garbage I’ve seen in a 3D engine in decades? No disrespect to the backend team.
By the way, all my respect to whoever made the “geometry” pieces.

The worst scam from Epic I’ve seen since 2014 (UDK).

1 - You can’t move it where I want around the level like the landscape. Is there any way?

2 - Everyone praised the caves… when they’re not even holes… they’re just moving the mesh to waste 10 minutes creating a simple cave entrance that you can do in 2 seconds with the voxel plugin. And if you use voxels (from the terrain mesh), everything gets badly deformed, and what about the previous point? In other words, we can’t move those caves anywhere.

Besides, with voxels (from the terrain mesh)… even tunnels don’t look good with a simple cylinder…

By the way, what takes you 10 minutes “just for the entrance” with the free legacy “voxel plugin” takes 10 minutes to create a rabbit hole. You see what I mean, right?

The good:

1 - You can create modifiers until you realize you have 5 and you don’t know what each one does. Not only that, but the processing overlaps exponentially to unfathomable levels. It’s not just exponential; the resource consumption is much higher with 5 modifiers. I don’t even want to imagine what a complex situation would be like.

2 - You can duplicate it, but only within the enclosed area. In other words, you can’t take it and move it to another location…

Furthermore, the only thing that works are the geometric shapes you can create, but you can’t apply modifiers to them, like with a rectangle… what a waste of time.

And I’ll probably find more issues, but since I’ve already seen the rabbit hole and I “NEVER” fail, I’m not giving any more chances to a model that’s useless.

The default landscape has much more potential. They’ve invested time and effort in something that doesn’t pay off.

Is it just me, or is the voxel plugin the way forward? Four random people made it.

You could reverse engineer the code and adapt it… because if we keep going like this… the only things saving UE5 are Lumen, Nanite, World Partition, VSM, PCG… and a few other things.

My question is whether Epic is allowed to use AI to speed this up.

It’s 2026 and we have to cheat at everything.

I imagine they released it as an experimental “pre-alpha” version, or maybe it’s a Proof of Concept, since it’s nowhere near an MVP.

If you read any profanity, don’t worry, I’ll summarize it for you like the good Samaritan I am. Like:

“worst scam”: Don’t create caves.

  • It’s a visual effect since you have to move those vertices, using the camera angles to apply that depth indentation to create “just the simple entrance of a cave.”. In other words, with your camera straight and trying to make a hole, it doesn’t work. You have to position yourself so that the mesh creates that slit with the brush. It’s the biggest waste of time I’ve seen in years for making a simple hole.
  • If you use Voxel mesh terrain and a cylinder to create a tunnel, it creates a very poor hole by disassembling the vertices, since what you’re doing is a mix of them… requiring you to apply a modifier to consume resources. On a dune, apply…

Was it really worth investing these years in this tool when we already have landscapes?
Random: “Yes, it’s worth it.”
Me: “…”

“four random people made it”: Did Microsoft make the Voxel plugin? No, right? So then? It’s just a handful of people who are unknown even at home and they completely outsmarted the Unreal backend team.

I usually have a good eye for this kind of thing. Whoever wants to use it can, but not me.

Meanwhile

What I’m asking is: The answer will be more about the tone than the problem itself. That’s practically inevitable in Unreal forums…

biggest dissapointment since mover2.0 which wasn’t that long ago.

and umg viewmodel before that.

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