İçeriğe atla
Mesh Terrain AI Toolset ilanı için 1. medya

Açıklama

Create and inspect Mesh Terrain, import heightmaps and manage terrain modifiers through Unreal Editor's native MCP server.

What it does

• Create and list Mesh Partition terrain actors.

• Read terrain bounds, resolution, build state and modifiers.

• Import heightmaps and add or remove supported modifiers.

• Sample base or built terrain heights and edit base height grids.

• Rebuild terrain and wait for asynchronous build completion.

Requirements

Unreal Engine 5.8, Windows 64-bit editor. Enable ToolsetRegistry, MeshPartition, ModelContextProtocol. Connect an HTTP MCP-compatible client to the native editor server. Editor only; source and documentation included. No project or third-party asset packs are included.

Documentation and support

https://github.com/ITemre/MeshTerrainAIToolset

https://github.com/ITemre/MeshTerrainAIToolset/issues

Limitations

• Requires Epic's experimental Mesh Partition plugin in UE 5.8. Mesh Terrain and Landscape are different systems.

• Use DirectX 12 as the default RHI. Terrains up to 2048 x 2048 quads, verified on DirectX 12 and DirectX 11.

• No terrain, heightmap dataset, project level or material pack is included.

• This integration uses Mesh Partition editor interfaces and an engine Internal include path. Compatibility must be rechecked for each engine update.

• Heightmap inputs are files on the editor machine. An MCP client running elsewhere must make those files available locally.

Validation

Built and checked in UE 5.8.4 on Windows: real terrain creation, height editing, rebuild and delete on DirectX 12 and DirectX 11 up to 2048 x 2048 quads, plus save/reload checks and 44 internal automation tests on the previous build. Non-finite height grids are rejected before they reach the terrain. Expected rejection diagnostics are included where applicable. See the public validation notes for fixture scope and limitations.

İçerdiği biçimler