This post contains a link to the project file for download.
In this tutorial, I'll show you how to extract the tessellation algorithm from the Unreal Engine water system and apply it to optimize your ocean water plane or custom generated terrain. In this tutorial, we will add additional features, such as moving the quadtree mesh to any location, saving the mesh actor, updating and rendering the mesh in the editor, moving the mesh in the editor, selecting the mesh, applying a far mesh with the location, and adding a default material if none is assigned.
Youtube Tutorial: https://youtu.be/3uwp7dVe-rk
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UE5.3 Tessellation 2 Plugin: https://drive.google.com/file/d/10jLL3qDnxT-cqHVcTbRXeniiADnuBPGJ/view?usp=drive_link
UE5.3 Project File: https://drive.google.com/file/d/1-MUOhmVHQBwW2wC3xzZvBV6r6veRS3lD/view?usp=drive_link
Sengchor Taing
2025-01-03 10:30:10 +0000 UTCJie L
2025-01-03 09:03:43 +0000 UTCKevin Ge
2024-11-13 12:24:32 +0000 UTC