Procedural Landscape/PerlinNoise

So, I am trying to Generate my own Landscape using Procedural Generation, I already figured out how to generate the Mesh and adjust the Grid size, however, when ever I try to randomly generate the Z vertices, it crashes the project. Nothing is lost and I can reload it. Yet, when I remove the Perlin Noise 1D, it works fine, except that the landscape is flat. I am aware that there are items on the marketplace, but that doesn’t teach me anything. Please don’t refer me to the noise plugins. I am trying to learn how to use the built-in Perlin Noise blueprints.
(This is one of many questions to come. The ultimate goal is Procedural planet terrain generation for a survival/colonization game I want to work on. But for now just trying to experiment)

This is the layout that I was attempting to use, based on what I had learned from how Perlin Noise is suppose to work, just dont know what I am missing, or what needs to change.

Is the random generation of z-vertices done inherently by the Perlin Noise 1D node? If not, how is it doing a random generation? I don’t see it in the network.

Why isn’t there something plugged into normals? Perhaps a height map connected to the perlin noise node can be used or connected to another node can be used for the normals. Normals are the result of the xyz coordinates, so in a terrain a heightmap is needed for random terrain generation.

Also check this page for vector data operations which might apply to a procedurally generated terrain system:

Its crashing because your vertices array you created with the perlin noise isnt the same length as the one thats generated with the grid mesh, so youll need to iterate through your grid mesh vertices and add your perlin noise height adjustments to that then link it to the create mesh section.

Also, Perlin noise needs to have an input value for it to work, youll still need to put in some math there to get some decent results though because its a 1d generator… thats about the part Im stuck on atm with generating a custom procedural terrain is the converting that 1d perlin noise to something with 2 inputs for the x and y values

This is very interesting - I was trying to figure out how I could generate a procedural landscape, but from my understanding it was impossible with the built in landscapes in UE?

It needs collision though, is this possible with this method?

I want to procedurally generate the curve of a planet into a landscape, and then, use the landscape heightmap to generate the terrain (adding or subtracting from the procedural curve) to generate the heightmap before creating the landscape. Each Pixel of Heightmap would be 1km (so largest landscape at 8k would be 8192kmx8192km. Each landscape would be a “Region” on the planets surface and would be a “general” heightmap that would also have information textures to determine precipitation etc. for each 1km tile as well as terrain type like “hills”

I want user to be able to enter a radius of the planet, and a location (lat/long/elevation) from center of planet (which will be the center of the landscape) and generate a heightmap for the curve by getting the dimensions of the given heightmap

This way, a user can generate “Regions” on a planet of up to max landscape size (8k) with each pixel representing 1 kilometer of arc of planet surface

Then, I would use another User Input Heightmap that would be a detailed heightmap for a specific location in a given region, which would then have the “Region” heightmap applied to the Input Heightmap to get the general features of the region, and each 1km tile in the detail map, would have procedural noise applied to create random “hills” and other “micro” terrain features

This way, large landscapes could be generated by a user.

If this method would allow me to generate the mesh given a heightmap image and add collision, I think this would work for me yes?/no?

Its got nothing to do with landacape.

What has nothing to do with Landscape? I don’t even see where you were a apart of the conversation? Am I missing something?

The OP shows code creating a mesh dynamically to create a landscape, my question is does that mesh he is creating, support collision. I have looked into this before and found that dynamically creating a procedural mesh at runtime cannot have collision.

This has everything to with landscapes (albeit not the UE Landscape System)

And just what have you looked at?
Its been a feature of the Procedural Mesh Component ever since the inital release.

Precisely this.

… not sure if you have some real ADD issue like thing, but you literally asked the question.

What they are talking about above has nothing to do with it.

And to make it crystal clear:

yes.
Procedural meshes do have collision.

And also
No. You arent going to be able to hack this together and get it performant.
You would need to create LODs or reductions of vert counts.

It’s not impossible ofc, but good code already exists too.

Matter of fact, google it.
There’s community tutorials with how to make infinite procedural landscapes that probably have way more info than this post ever did.
And would make a much better starting off point, since they have to have addressed vertex reductions to get somerhing running.