Hello all, I’m quite new to Unreal Engine, but I’m getting the hang of it pretty quickly. I already have some experience with C++ and other game engines, so that’s probably why.
As a way to really jump into things and familiarize myself with the engine, I decided I want to challenge myself and attempt to make a simple procedural terrain generator. I understand this is no simple feat, especially in the context of a newbie such as myself.
By “simple” I just mean that I don’t want any corrosion effects, water, caves, holes, cliffs, etc. I’m looking to create a uneven plane, like an open grassy field. For the sake of comparison, think of the open field areas in DayZ, or any Arma game for that matter. That’s the sort of look I’m going for. Just sort of a smooth, large scaled unevenness.
I understand that this is any extremely vague question. That’s because I’m having serious trouble getting started. There seems to be a lack of documentation and tutorials on making something like this in UE4. My main question is if anyone could give me some tips or suggestions to point me in the right direction for something like this. I’ve been looking into noise functions and Procedural Mesh Component, but I’m not really getting anywhere with it.
I also wasn’t really sure to post this in Blueprint Scripting or C++, because it’s going to require both. I guess I’m assuming the meat and bones of the generator will have to be programmed by me. I’m not a huge fan of Blueprints, but I’ll use them if they are more practical.