Procedural Terrain Generation in Unreal Engine 5

IN PROGRESS

This project utilizes the code plugin Realtime Mesh Component by TriAxis-Games:

Overview

  • Phase One: Generate a Cube-Sphere. In our use case, this is a tessellated cube where all vertices are normalized to be the same distance from the origin, thus creating a sphere.
  • Phase Two: Implement terrain noise at base LOD. We utilize Simplex Fractal noise leveraging Fractional Brownian Motion.
  • Phase Three: Leverage Quadtree data structure to successfully implement Level of Detail system which increases LOD as camera moves closer towards mesh.