![]() The actual part where landscape is given form, happens with the invocation of Landscape->Import(.).Ī detailed explanation about what the script could look like can be found here with more information on landscape (check the answer for the cpp code).I’m trying to create a similar terrain through WM and I was wondering if you might have any examples of putting the maps into one image. Landscape->PostEditChangeProperty(MaterialPropert圜hangedEvent) LandscapeInfo->UpdateLayerInfoMap(Landscape) ULandscapeInfo* LandscapeInfo = Landscape->GetLandscapeInfo() Fields that need to be set are presented bellow: Landscape->bCanHaveLayersContent This also applies for setting landscape's fields. TArray HeightData įor (int32 i = 0 i () could be called at either point since it just spawns an object that doesn't actually have any information about it. The number of heights is the resolution of the map which is dependent on SizeX and SizeY. So for a flat map all height entries should be 32768. It is important to note that heights in UE4 are of uint16 type, with 0 the deepest and 65'534 the highest. FQuat InRotationįTransform LandscapeTransformĬreate containers for the heights and materials of the landscape: TArray MaterialImportLayers A better understanding can be found here. Firstly, declare the following variables. This is the solution I came up with, with many thanks to ChenHP (or chpsemail) who gave me a solution to this.
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