Does your planet generator create a sphere, or could the geometry be modified?
My friend and I were having some debate as to the shape of “Proxima Centauri b” the other day - since it’s possibly tidally it possibly could be a little bit egg shaped, with the elongated end facing the star. Which would make for an eternal desert at higher elevation, surrounded by a lower elevation dusk region.
At its base it would still be a sphere, but part of what I’d like to do is be able to place height maps manually to override the noise based heightmaps.
So in your case you could place a simple radial gradient height map at the northpole and just make it really big.
Check this stuff out -
From the looks of it he is using a projection grid for the water.
There is also some interesting stuff on this site. Look under Proland. Source code is included from the look of it. Oceans, Atmospheric Scattering, and Clouds, for planets as well
Looks it is distributed under the BSD-3 license. LINK
Did you write your own gravity component or are you using a plugin? Also - did you figure out your mannequin animation issue? I installed the Mixamo characters and found a tutorial, and was able to sort of determine how animation blueprints work.
First place to check is here - set it to the SK_Mannequin animation BP (from your mesh - inside your player pawn BP). If that doesn’t work, you need to troubleshoot the BP which is harder - or if it’s part of your custom gravity, that’s beyond me. I’ve been using the gravity from this:
This would make for one most excellent C++ tutorial for UE’s YouTube Channel in the future. Don’t get me wrong Battery Collector and Tanks vs Zombies are awesome and everything, but this would be a great next step towards a more advanced C++ tutorial. Then again theres probably a UE livestream somewhere about this buried in the 200+ videos in that Playlist.