You can generate a new FRawMesh from a landscape with this function: # lod is optional, by default it is 0 You can use it to generate new StaticMesh in UE4. Exporting the Terrain to a FRawMeshįRawMesh is a special structure representing a mesh. This will print the texture width, height and data size of each landscape component. Heightmap.append(random.randint(0, 65535))ĭata = struct.pack(''.format(heightmap_texture.texture_get_width(), heightmap_texture.texture_get_height(), len(heightmap_texture.texture_get_source_data()))) We start by creating a heightmap with random values: import unreal_engine as ue In Python (for performance reason, and to simplify integration with numpy) heightsmap are represented as bytearray's (so you eventually need to recast them). Heightmaps are simple arrays of unsigned 16bit values (0 to 65535 with 32768 value considered the 'sea level'). From this heightmap, the UE4 api will generate To build a new terrain (or Landscape in UE4), you need to get a heightmap. (so it is the minimal geometry that can be culled both from the rendering and collisions point of view).Ī brief explanaton on landscape components is available here: A component is the minimal render unit of a terrain The landscape component concept is really important as it impacts performance and quality of the result. Each component is mapped to a texture holding heights data. Terrains in UE4 are special actors built over the 'heightmap' concept.Įach Terrain is a grid of components (ULandscapeComponent).
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