Procedural Terrain in C++ code
Our world server currently generates terrain and delivers a height map to the clients.
How do we then set the terrain heihgmap on the client from C++ ?
We have a prototype in Unity that is a custom shader and we hand it a Texture2D witht he height values. Then we have a seperate terrain object for collision and turn of the redering of the Unity terrain on the camera. It works very well.
Do we have to take the same approach in Unreal 4?
asked Dec 31 '14 at 10:10 AM in C++ Programming
SND R Keene
Follow this question
Once you sign in you will be able to subscribe for any updates here