What are classes derived from parent classes really

You see the text above? On line 6 it says #include "Landscape.h". Replace that with #include "LandscapeProxy.h".

okay I will try that and post here later.

Well it’s the same outcome really , same type of error.
It gives an error in all of the module components, they can’t be found.

My new header file looks like this

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

include “CoreMinimal.h”
include “LandscapeProxy.h”
include “MyLand.generated.h”

/**
*
*/
UCLASS()
class MYPROJECT211_API AMyLand : public ALandscapeProxy
{
GENERATED_BODY()

};

As you can see the failiure to compile with the errors it has showing that the module is not in the actor class. Just my wild guess.

I will just leave it like this and try with Tsubclassof later. If no results i’m off to RMC to check it out

1 Like

I finally found the solution, I’m done. This is the best solution.
I haven’t seen something like this as unfriendly and undocumented in unreal engine, this is the most one if you ask me about it.

Problem solved, I quit
I got to the point where I could load the map inside C++, I created a flat surface to get the data and then substitute my heightmap and create from the flat surrface, but you are right the SetHeightData is only for the editor.

But there is:
ULandscapeComponent::SetHeightmap | Unreal Engine Documentation

Remarks none, explenation none

And as you can see it’s set also in the main page
ULandscapeComponent | Unreal Engine Documentation

Seightmap( Texture2D* NewHeightmap)
Under the function remarks some have explenations some don’t this one does not.

Google results on this function none, except the docs of unreal that do not provide any explanation or at last some small remark. There is no documentation on ULandscapeComponent on google either. It is very limited and docile kind of pages that you can find in general about the ULandscapeCOmponent , but also none on that set function.

It’s time to give P mesh component a try maybe I will try RMC
Problem solved

They created I guess this hostile enviorment on landscape module for C++ users because they want us to use the editor version, that is my best guess. So the solution I guess is to use something else.

I actually resolved the problem, because the module has become independent and moved it’s runtime components and has a separate class folder now, so I just include towards there where the files are, you can now use any class I think to get access to the module but it’s minimal api and my explenation above. I used a regular Actor class.

So I just modified my includes to match the new location and I could use TArray<ALandscape*> landscapes; to ask for landscapes. If anyone wants to try go ahead lol.