Apply a Heightmap to a Procedural Mesh

Hey Guys,

So I’ve thrown together a system of converting a static mesh into a procedural mesh, but I’ve run into a roadblock in terms of applying a heightmap to the mesh. I’m hoping to use it to dynamically edit the procedural mesh by modifying the heightmap at runtime, but I have yet to find a non bake related method in the source code. If anyone knows of a method to do this, I’d love to know. Thanks

Scratch that. Just going to try subdividing the mesh into square sections, modifying vertex positions on the mesh and running UProceduralMeshComponent->UpdateMeshSection on the affected sections

Hi Regalith

Did you have any problem with UpdateMeshSection not updating the collision of your UProceduralMeshComponent? Wondering if you can help with my question https://answers.unrealengine.com/questions/444268/recalculate-collision-of-uproceduralmeshcomponent.html

Thanks!