Terrain editing in runtime

Need collect the parts from an UFO when crash in the earth is waiting for a crash of some UFO…

I created a system for ingame environments as a research project for school.
I used tiling procedural meshes and created a sculpting and road tool for it.
Feel free to check it out @ ArtStation - Terra Nova - Dynamic in-game environment builder [Unreal Engine]
And if you have any questions, shoot!

I would also like to change the native UE4 landscape’s height at runtime via blueprints! :cool:

Yes, because UE4s landscapes have automatic LOD levels and probably other optimizations as well. And who knows what the future of UE4 brings… Using a seperate, alternative landscape implementation could result in all kinds of future incompatibility issues.

So, is there any news about dynamic terrain?..

Remember Epic employee is keeping an eye on this thread…

Who wants dynamic terrain?
I want dynamic terrain!
Do you want dynamic terrain?

smells like it should be by ourselves…

Just wanted to quickly chime in and say that I could really use this feature in my current project.

Yep, still watching over this one. I just pop in from time to time to get any specific information about the requests.

Someone steered me into this thread, but this is something I’m working on for the marketplace. I’m aiming more at procedural generation, but run-time modification is also a thing that will happen (I mean heck, it can generate the whole thing at run time, so there’s no reason it cannot also be edited).

I’ve just stumbled upon a video on Youtube demonstrating what they say voxel terrain, and supposedly on Unreal Engine 4. They have git set up, I haven’t downloaded anything to try it but the video looks great. Check it out, someones already got a working prototype, maybe collaborate with them???

it is another procedural mesh based solution, not landscape (just checked the source, by the way thanks for the link, it is a cool priject).

It’s a must-have feature for a lot of strategy-style games. +1

+1
We could really use the abilities to edit the heightmap and and materials at runtime. This would allow functional terraforming and help with the implementation of dynamic weather/seasons. This could open a lot of creative doors, which are otherwise presently closed, and give a big boost to immersion. This plugs a gap with the competition, leads to better games, and thus more revenue for.

tl;dr current_interest++

I am a GIS geographer turning “game” dev, and have been looking at several different engines, for dynamic volumetric (voxel) terrain modification during run-time. I want to use Unreal 4 because of the accessibility of Blueprints and other terrain/texture flow-graphs. Also some of the recent additions of water/fluid surface reactions looked great.

This is not, as one would assume, for a Minecraft block building clone. What I’m looking to do is handle and model (in approximate ways) physical geography and geology concepts. This includes multiple soil layers that “players” will need to dig through, examine volcanic structures (lava caverns, magma chambers, etc), dune formations, and other gross geographic landforms. Most of the base “landscape” data is either DEM (height maps) or LiDAR point clouds. The ability to modify terrain and handle fully 3D terrain (not just height map) data is important to “digital instruction” of the physical sciences. A very simple example would be a virtual stable, with water erosion (yes whole additional pantry of programming headaches), which UE4 can’t support without major 3rd party plug-in modification.

I have tried to self-implement voxel engines by Volumes of Fun (PolyVox, step guide by Garvinized), and the one Margison linked (which is based on Transvoxel), but I’m not a practiced programmer at that level.

I find it unfortunate that Microsoft was able to make and then sunset a system (in Project Spark XB1 & Win8/10 video game) that was able to handle dynamic mesh/texture alterations during run-time, while Epic is only keeping an eye on the interest in these features. Which essentially tells me that I need to take my limited time and resources elsewhere to less -stream alternatives that can actually handle my needs.

Yea this is a big feature I’d love to see implemented. Would really take some of my projects to the next level.

Hey man, can you talk briefly about any performance issues you had using the procedural mesh concept. I’m interested in trying this out myself on a larger scale. Thanks!

Hello,

Just to add my voice to the choir, very very interested in a runtime editable terrain.

If large amount of rewriting is going to be made, a voxel engine would even be better, as just moving vertices up and down seems a bit outdated today.

Cheers

Cedric

+1 registering my interest for this feature.

+1 Throwing my hat onto the pile.

+1 I am interested as well