Hello,
I am trying to determine the best approach or what topics to research for the following circumstance.
Goal: to populate assets in the world from geolocation data/attributes (CSV file)
Example: (Lets use trees for this scenario) Using ArcGIS I could generate points that represent all the trees in a neighborhood, each point would hold attributes/data such as the geo-location and type of tree. I could then export this data in a CSV file. Here is where I need guidance. What would be the best way for Unreal Engine to handle this information? I would like to assign an asset to the “type” of tree and also have Unreal populate this asset into my geo-referenced world.
Ultimately this would create a workflow to quickly create a digital twin of a city as I could take this method and implement it to other things as well. I have briefly looked into blueprint structures and know UE can read data sets (am I on the right path with this?)
I have also started to look into 5.2’s Procedural Content Generation, but this seems more for randomized generation, which would be useful for areas that do not need to be accurate and I could set up several different rules for lets say grasslands, marshes, or woodlands, and quickly generate those spaces.
would greatly appreciate any input, ideas or workflows for this.