Procedural Terrain Generator for UnrealEngine 4.21
This plugin generates heightmap-based terrain tiles in realtime, and move the tiles around to track a player pawn.
Features:
- Multithreaded heightmap, erosion and geometry generation
- A simple hydraulic erosion algorithm
- Multiple tile LODs with per-LOD collision, tesselation and subdivision
- Dithered LOD transitions (when using a suitable material instance)
It has dependencies on :
- UE4RuntimeMeshComponent by Koderz, an enhanced procedural mesh component
- UnrealFastNoise by myself, a modular noise generation plugin
- Create a new C++ project
- Checkout UE4RuntimeMeshComponent into your engine or project plugins folder ( https://github.com/Koderz/UE4RuntimeMeshComponent )
- Checkout UnrealFastNoisePlugin into your engine or project plugins folder ( https://github.com/midgen/UnrealFastNoise )
- Checkout this repository into your engine or project plugins folder
- Add "CashGen", "UnrealFastNoisePlugin" to your project Build.cs (required to package project)
PrivateDependencyModuleNames.AddRange(new string[] { "CashGen", "UnrealFastNoisePlugin" });
PublicDependencyModuleNames.AddRange(new string[] { "CashGen", "UnrealFastNoisePlugin" });
- Create a new Blueprint based on CGTerrainManager
- OnBeginPlay in the blueprint, call SetupTerrain() and fill out all required parameters
- Add a CGTerrainTrackerComponent to any actors you wish to have terrain formed around
- You can optionally tell the tracker component to hide/disable gravity on the spawned actors until terrain generation is complete
- Vertex Colours - Red = slope. Green = the biome mask specified in terrain config
For samples, please check :