I hope dynamically generated map use ‘Landscape’.
I find perlin noise code on GitHub. it’s work, I have pixel data(RGB 0-255 vector, R=G=B=? is height map)
But…How do this in C++?
I want it to be like:
I hope dynamically generated map use ‘Landscape’.
I find perlin noise code on GitHub. it’s work, I have pixel data(RGB 0-255 vector, R=G=B=? is height map)
But…How do this in C++?
I want it to be like:
I see there: ALandscape | Unreal Engine Documentation [TABLE=“cellspacing: 0”]
UObjectBase [TABLE=“cellspacing: 0”]
[TR]
[TD]
[UObjectBaseUtility](https://docs.unrealengine.com/en-US/API/Runtime/CoreUObject/UObject/UObjectBaseUtility/index.html) [TABLE="cellspacing: 0"]
[TR]
[TD]
[UObject](https://docs.unrealengine.com/en-US/API/Runtime/CoreUObject/UObject/UObject/index.html) [TABLE="cellspacing: 0"]
[TR]
[TD]
[AActor](https://docs.unrealengine.com/en-US/API/Runtime/Engine/GameFramework/AActor/index.html) <-Do there? [TABLE="cellspacing: 0"]
[TR]
[TD]
[ALandscapeProxy](https://docs.unrealengine.com/en-US/API/Runtime/Landscape/ALandscapeProxy/index.html) [TABLE="cellspacing: 0"]
[TR]
[TD]
ALandscape
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but, I haven’t a clue