@@ -108,7 +108,7 @@ https://docs.unrealengine.com/latest/INT/Engine/Landscape/TechnicalGuide/index.h
108108
109109Informations about a Landscape/Terrain are stored in a special uobject called ULandscapeInfo.
110110
111- To retrieve it (or eventually create a new one), you have the following two functions:
111+ To retrieve it (or eventually create a new one if you are making weird operations ), you have the following two functions:
112112
113113``` python
114114landscape_info = landscape.get_landscape_info()
@@ -130,3 +130,37 @@ for component in landscape.LandscapeComponents:
130130```
131131
132132this will print the texture width, height and data size of each landscape component.
133+
134+ ## Exporting the Terrain to a FRawMesh
135+
136+ FRawMesh is a special structure representing a mesh. You can use it to generate new StaticMesh in UE4.
137+
138+ More infos can be retrieved here:
139+
140+ https://github.com/20tab/UnrealEnginePython/blob/master/tutorials/SnippetsForStaticAndSkeletalMeshes.md
141+
142+ You can generate a new FRawMesh from a landscape with this function:
143+
144+
145+ ``` python
146+ # lod is optional, by default it is 0
147+ raw_mesh = landscape.landscape_export_to_raw_mesh([lod])
148+ ```
149+
150+ Remember that terrains are generally huge in size :)
151+
152+ ## The Heightmap api
153+
154+ A heightmap high-level api is exposed to simplify heightmap manipulation
155+
156+ ``` python
157+ # expand the heightmap to fit the new size
158+ expanded_data = ue.heightmap_expand(data, data_width, data_height, new_width, new_height)
159+ ```
160+
161+ ``` python
162+ # import a heightmap file (r16 or grayscale 16bit png) and returns a bytearray
163+ data = ue.heightmap_import(filename[,width, height])
164+ ```
165+
166+ if width and height are not specified, the system will try to retrieve them from the file
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