Procedural Terrain Generation

This is free: Procedural Landscape from Shader Graph w/ Geometry Clipmaps BP/C++ | Download

Generally, you need to make a landscape material and inject noise into the WPO, be sure to bake collision. That guy above does it all on the GPU shader, plenty of options for you to pick apart.

For my part, my levels are mostly static. I use the virtual heightfield mesh for snow, surface water, rocks and bumps, etc. I don’t need to modify at runtime, but since I can do a lot in the material, things like decals, RenderTargets, and whatnot can be used to inject deformations into the landscape via a material vs c++/Blueprint logic.

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