L_World: a 200 km2 world-partitioned landscape from a seeded heightmap
Off the ladder at the user's request. Scripts/Authoring/generate_heightmap.py (numpy, installed locally by bootstrap-pylib.sh) writes a 16-bit height PNG and three 8-bit weight PNGs to Content/World/Heightmaps; create_world.py rebuilds /Game/Maps/L_World from them through ULandscapeAuthoringLibrary in the new SaltyEditor module, which wraps ALandscape::Import because the engine exposes no landscape creation to Python. Uses Elite_RockyMeadows' landscape material and layer infos (the pack itself is still uncommitted). 4033 vertices a side at 350 cm a quad; swap the PNGs and rerun to change the terrain. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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Claude Fable 5.1
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#!/usr/bin/env bash
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# Installs the Python packages the authoring scripts need (numpy) into Scripts/Authoring/.pylib with the
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# engine's own Python, so nothing is installed into the engine. Run once per machine. UE_ROOT overrides the engine.
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set -eu
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UE_ROOT="${UE_ROOT:-D:/UE_5.8}"
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ROOT="$(cd "$(dirname "$0")/../.." && pwd)"
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"$UE_ROOT/Engine/Binaries/ThirdParty/Python3/Win64/python.exe" -m pip install --quiet --target "$ROOT/Scripts/Authoring/.pylib" numpy
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echo "installed into $ROOT/Scripts/Authoring/.pylib"
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