Procedural Noise-Based Heightmap.
The landscape generator plugin is built on top of the Noise Library. It allows to use noise functions (Perlin, Voronoi) and so on to procedurally generate landscape from blueprints.
Using the node-based system of blueprints, we can combine noises using several operators to produce a custom heightmap, allowing us to generate an infinite variety of terrains.
But there’s more: the landscape generator comes with a collection of methods to generate a truly realistic landscape…
Procedural Foliage Generation.
This includes forest generation (using a virtual seed propagation system) usable from blueprints, and methods to place assets in a realistic fashion.
For instance, generate rocks, move rocks along slopes, spawn new small rocks around the initial rocks. It’s just 3 blueprint nodes, and a good-starting point to customize your own virtual environment.
All these functions can also be applied upon existing terrains: for instance, if you have a hand-created terrain, you can use the landscape generator to spawn foliages and rocks on the terrain, or to apply a custom deformation of the heightmap.
These generated landscapes are created with respect of the Unreal Engine data structures: the landscape is not a mesh, but a real Unreal landscape, thus we can use all sculpting tools and brushs to customize the generated landscape and create the perfect virtual world.
For really big environments, a single landscape object might not be enough. That’s why the landscape generator proposes a method to generate tiled terrains. A tiled terrain is a grid of smaller terrains seamlessly connected together.
Using tiled terrains allows you to overcome the size limitation of standard Unreal Engine landscapes, and create a complete world.
The landscape generator is currently under development and should be available on Unreal Marketplace during the first quarter of 2018.