Unreal Engine - Instance Procedural Terrain - C++

Опубликовано: 26 Март 2025
на канале: Anthony Russello
232
5

Rewrite of my Terrain from the ground up to support multiple Z-Levels and utilize a new class to handle creating, clustering, and destroying all potential world objects via instancing. (No more bloated leftover actors for things like trees). Utilizes a mixture of different perlin noise scales. Other functionality like switching to cellular automata or more unique cliff/forest placement spreading from an initial tile not shown in the video.

Happy with the initial version so far. Might end up swapping out the terrain instances to procedural meshes instead, for potentially much larger terrain later on.