I’m planning to use an in-house framework that currently accesses terrain geometry / imagery information from a datastore based on positioning, camera view etc. Simple question is, can I use GeneratedMeshComponent (A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums) or similar to achieve this kind of mesh generation from raw vertices / indices / texture information?
This sure looks possible. But I think lighting would be a problem. Even if you have your own method of lighting the terrain the objects on the terrain cant use the advanced lightprobes based static lighting solution (lightmass) …
Thanks for the reply, I guess for now I just need the meshes / textures coming through correctly, but eventually I will want some ‘ok’ lighting solution
I wonder if there’s a way I could build a cache of static lighting information on the fly? As in, if the user was x metres from the planet surface looking at the same point he was 5 minutes ago then the terrain framework is going to bring back terrain mesh geometry identical to what it was before for that point. I’m wondering if I can build this lighting information up at runtime and cache / save it?
Does UE4 have any kind of dynamic lighting solution? As in could I get the light nodes / types from the scene somehow and create a sort of render pass / shader’s that will give me a simple by acceptable result?