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TerrainEditor UE4

Update Notice 2020/2021:

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).

About

  • 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.

Example

Click on the image to see it in action on youtube: Youtube video thumbnail

Forum Thread

Getting Started:

  • 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

Credits:

ingameterraineditor-'s People

Contributors

andreas-schoch avatar

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