Dynamic Landscape behavior using the Engine classes
I am working on a prototype for a desert survival game, and I want to replicate the look of Journeys desert setting. Of particular interest to me, are deforming the heightmap with the players footprints and 'sand waves' as the developers at thatgamecompany dubbed them, which are fluid simulations that mimic the behavior of windblown sand.
I am well aware that this functionality is not supported by the engine out-of-the-box but am enthusiastic to implement such an extension myself. I am experienced in C++ and Unreal, but this is the first time I will be attempting to do something that the engine is not designed to off the bat.
From my readings and trawlings of the forum posts regarding this subject, the general impression that I am getting is that I should just go ahead and start trying stuff out by extending the Landscape class, which I'm doing right now, but I figured that I would need all the help that I can get for this.
This is where you guys come in!
Any and all information/github repos/tips regarding how to get Landscape actors to even spawn in game through the complex weave of interacting classes that are wrapped in preproccesser defs would be greatly appreciated. I've looked through some forums where the Epic Staff pointed out the classes of Landscape that are most relevant (LandscapeProxy, Landscape, LandscapeInfo), but even so I am at a loss for where to start with any definite confidence in what I'm doing. =/
asked May 22 '16 at 08:38 AM in C++ Programming
Follow this question
Once you sign in you will be able to subscribe for any updates here