Procedural Landscape from Shader Graph w/ Geometry Clipmaps BP/C++

There were no collision at all in previous video. Here i’m generating collision near the viewer at runtime.
Cleaning it up and sharing in the linked thread in description!
I’m ‘hacking’ the visibility culling, otherwise the landscape would be culled near the viewer, it impact the performance severely but to fix it properly would require a custom mesh component which i have no intend to dive into for this project!

1 Like