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Unreal Engine 5 - Runtime Terrain Generation #13 - C++ Performance Improvements and Optimization

This is the 13th episode of unreal engine runtime terrain generation system.  Today, we are going to improve the performance of runtime landscape generation system by optimizing the tile generation function. Here, once the initial set of tiles are generated, when player moves further away and needs to generate more tiles, instead of creating new mesh sections, we will be updating the furthest tile to create the next closer tile needs to be generated. This will further optimize the system have better performance in the runtime.


Project Files

Unreal Engine 5 - Runtime Terrain Generation #13 - C++ Performance Improvements and Optimization

Comments

can you share 2 screenshots with lit mode and wireframe modes in here or discord

Thilina Premasiri

Hey, so I downloaded the source file, and from what I can tell I don't have any difference. But when I generate my terrain, there is a space of one square(two triangles) between every chunk of terrain. Any ideas? :)

Max Radojevic


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