Procedural Landscape from Shader Graph Editor | Plugin | 4.26 / 4.27 / 5.0

I have added some nice performance optimization and brushes support for the marketplace version, cannot wait for people to check it out !
The marketplace version is slighty more up to date than the github version for now.

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Hello!

I am VERY NEW to Unreal Editor. I tried to use this plugin in 4.27 on Linux (Ubuntu Studio 20.04) and it tells me I need to “use my IDE” to build it.

My IDE is a terminal and ‘make’.

I get these errors:

/home/calyxa/Development/UnrealEngine-release/Engine/Plugins/ProceduralLandscapeUE-master/Source/ProceduralLandscape/Public/Actor/GeometryClipMapWorld.h(588) : LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
/home/calyxa/Development/UnrealEngine-release/Engine/Plugins/ProceduralLandscapeUE-master/Source/ProceduralLandscape/Public/Actor/GeometryClipMapWorld.h(591) : LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.
/home/calyxa/Development/UnrealEngine-release/Engine/Plugins/ProceduralLandscapeUE-master/Source/ProceduralLandscape/Public/Actor/GeometryClipMapWorld.h(593) : LogCompile: Error: An explicit Category specifier is required for Blueprint accessible functions in an Engine module.

Thank you very much in advance for any help!

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Don’t worry there’s IDE for linux/ubuntu as well. You need to find those lines and replace :

UFUNCTION(BlueprintCallable)

by

UFUNCTION(BlueprintCallable, Category = “WorldData”)

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There’s a marketplace version of the plugin, more advanced at this point coming to the marketplace.

OK, that helps a bit, but now things will not link… I get 14 errors, here’s one of them:

Performing 4 actions (16 in parallel)
[1/4] Compile Module.ProceduralLandscape.cpp
[2/4] Compile Module.ProceduralLandscape.gen.cpp
In file included from /home/calyxa/Development/UnrealEngine-release/Engine/Plugins/ProceduralLandscapeUE-master/Intermediate/Build/Linux/B4D820EA/UE4Editor/Development/ProceduralLandscape/Module.ProceduralLandscape.cpp:2:
/home/calyxa/Development/UnrealEngine-release/Engine/Plugins/ProceduralLandscapeUE-master/Source/ProceduralLandscape/Private/Actor/GeometryClipMapWorld.cpp:297:48: error: '&&' within '||' [-Werror,-Wlogical-op-parentheses]
        if(!Source_ || Source_!=DataSource || Source_ && Source_->GetMeshNum()==0 || Source_ && !Source_->EnableCaching)
                                           ~~ ~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~

Linux users can’t use the Marketplace, there is no Launcher.

Wait, that’s paranthese, just add paranthese in between OR logical statement:

if(!Source_ || Source_!=DataSource || Source_ && (Source_->GetMeshNum()==0 || !Source_->EnableCaching))

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OK, now I only get 13 errors instead of 14, and the line you quoted with the parentheses is missing at least one || that’s in the line I’m seeing…

But no worries, you’ve pointed me in the right direction and when I get back to it later this evening / tomorrow, I’ll have an update for you.

Thank you so much for the help, and I hope to have good news for you soon!

4.27 plugin version is now available on store:

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I was able to build it just today (life got in the way yesterday and slowed me down a lot).

Now my total newness to UnrealEditor has me clueless about how to “put one in my project”?

I see the plugin is active in my plugins menu. I’ve got a simple 3rd person default project open, but not seeing yet “what to do”…

Thanks again!

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if the plugin is enabled, look into your content browser settings, and check that you can see “engine content” and “plugin content”, look for the ‘shader world content’ folder, and open the map ‘Map_Reference’

Thank you!

I’ve got the Map_Reference open and it looks GORGEOUS!

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4.26 and 4.27 version are now both available on marketplace in their most up to date version.

They’re also available alongside 5.0EA on github

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Bonjour Maxime. I tried out the latest UE 4.26 on GitHub Still the collision mesh stepping issue on my iPad mini 5, but I notice when I turn on caching the landscape also becomes stepped. Thought this might be a clue

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Yes i haven’t spent time on this issue just yet, was focusing on bringing 4.26/4.27/5.0EA on feature parity and make them all available.
Clearly i wanna solve this issue you’re facing but i might need your help as i can’t test it myself, unless the same thing happen on my smartphone, need to check… !
I have a good idea of the root of the issue tho.

I’ll make a test project with a couple of maps with solution ideas i have, if could test those maps and tell me the one working or not it would greatly help me figuring it out.

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I am very happy to help.
I was not expecting it to be fixed yet but thought the caching similarity might be helpful to know. I can private message you on Twitter if that is a better communication channel than filling up this thread ?

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Sure let’s do this.

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Hi Maxime Just saw you set up a discord channel - that would be easier for me than Twitter so will talk to you there

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1.1 is now available on the marketplace, going over the new feaures and updates in this video: