I’m looking to get pointed in the right direction. My focus currently is translating existing terrain from a custom engine to UE4 and I have a manual process established for doing so. Now I need to make sure I can automate it.
Options I see:
- UE4 Editor scripting but am a little concerned about how no examples seem to exist for it when it comes to landscapes/world editing.
- Build umap files directly in c++ using the packaging API but I’ve not seen any examples of doing anything like that with landscapes either.
- External application like AutoHotKey
Before I venture down a path that few may have gone down I thought I’m checking to see if I’m perhaps missing some more obvious approach that others have used.
The manual process that I want to automate is as follows for each level:
- Create base level material from source data (not concentrating on this now)
- Run custom plugin that creates a height-map of the proper dimensions that represents roughly the same area in UE4
- Create a new (named) level using specific sections per component and #components, make current
- Set Z scaling, assign newly created material
- Modify associated Landscape name in world outliner to match level name
- Modify level placement using world composition API
This is the starting basics for what I want to automate but its not complete. There is no hybrid of a manual approach that will work do to the enormity of the source data involved and the size of the levels.
Again - just looking to be pointed in the most appropriate direction with a few API references perhaps.
Thanks in advance!