Terrain editing in runtime

Are them to add this or what happened ?

You made a contract with them or is a joke ?

Are them to add this or what happened ?

You made a contract with them or is a joke ?

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Do not put everything on the gold scale. :slight_smile:

@Hevedy , you imgaetool looks exciting. I will to buy it soon.

Hey thank you!

Every year I’m back at this thread just to see if there’s an update for this! +1!

+1 although at this point and the amount of time this is already on here, and it is still not on the road map, I expect this will never ever happen if it is not developed by a user…

Maybe we should start an Avaaz petition to get this :stuck_out_tongue:

This work will be good as hell once it is finished, with even a FREE version with less features: Voxel Plugin - Released Projects - Unreal Engine Forums

Hello! Most recently, I encountered the problem of editing the heightmap of the landscape in game builds. I decided to edit the code of the landscape module for the client and after a very long time of manipulation, I still managed to do it. I hope my work helps you.
If you’re going to run across a any problems in the process of work, please write in this thread.

Sources:
Engine: https://github.com/kulichin/UnrealEn…apeaccess-4.19
Project: https://github.com/kulichin/LandscapeModifier

- YouTube

The problem with this is that using editor code in this manner is expressly forbidden by the engine license terms.

Do any one know what happens with this ? :slight_smile: . Are epic working with it to leet this happened ? :). Need this :frowning:

Sorry all Epic cares about is Fortnight now :frowning:

It’s easier to implement your own voxel terrain to modify it at runtime than trying to change all the #WITH_EDITOR stuff in default terrain system.

what you said ? :stuck_out_tongue:

You saying it’s easier to create the landscape in a third part app ? :). I thought of it . But then you not able to use the paint landscape tool on this . Right ?

Every year there is at least one talk/paper about different terrain implementations at the various game development events. The UE4 terrain is very “general purpose” and has to scale down all the way to mobile, you can get a lot more bang for the buck if you use a custom implementation tailored to your game’s needs.

ain’t no one got time for that lol

…how?

By using a render target texture and world position offset I presume.

@Aylaylay I’m afraid there are license restrictions on using editor code in game, but maybe I’m wrong. I would need a relatively simple solution to modify editor created landscape runtime (e.g. digging moats) and to generate random terrain too. It is not urgent because atm I’m working on AI stuff of a game, but will be needed, so can you give me some hints of code part to use, where to start etc.?

“Landscapes at their core are just mipped textures and physx heightmaps”

this is incorrect.