EmmettJnr: UE5 port for this awesome little terrain editor.
The RuntimeMeshComponent dependency has been removed to simplify the update because the RuntimeMeshComponent plugin for UE5 has changed a lot, however this terrain editor also supported the ProcedurealMeshComponent and that still appears to work great.
Original readme:
This project came to an abrupt halt around the end of 2016 when I lost alot of uncommited progress due to multiple harddrive failures. Since then I was able to restore some of the functionality. The main difference between what is currently on github, is that the "terrain sections" (see terrainSection.cpp) were replaced with a clipmap based approach (see: https://developer.nvidia.com/gpugems/gpugems2/part-i-geometric-complexity/chapter-2-terrain-rendering-using-gpu-based-geometry) that allows the rendering of near infinite terrain. I planned to re-release this demo project as a reusable plugin, but couldn't be bothered to fix some of the projects architectural flaws yet. \
Also for the people asking me for the license terms, feel free to use it however you like. This demo will give you a good idea on how to implement a terrain that can be edited during runtime but be aware that it was not created by a professional (and by now it might already be possible to edit the real landscape component during runtime without editing UE4's source code).
- A set of components that makes terrain manipulation from within the game possible.
- It does not use unreal engines own landscape component. Instead it generates a procedural mesh that acts as the terrain.
- Made with C++.
- API exposed via Blueprint. Just add the "SculptComponent" to your player character and hook up the minimal API.
- Works with the ProceduralMeshComponent and the RuntimeMeshComponent.
Click on the image to see it in action on youtube:
- Make sure you have the RuntimeMeshComponent installed
- Clone or Download this project
- Right click the uproject file, select "Generate Visual Studio project files"
- Open the generated sln file, build it.
- launch unreal engine
- Chris Conway (Koderz) - for the RuntimeMeshComponent
- Afan Olovcic (DevDad) - for the SimplexNoise Plugin