This is actually a repost from the Facebook group I think belongs here instead.
I don’t suppose GameDev.tv could make an Unreal course (or a lesson? I’m not sure how complex this would be) on using ProceduralMesh, which I believe is an extra module one would need to add in *.Build.cs. I saw a demonstration once and how the person made a blocky landmass like you’d find in Minecraft.
Ever since I started Unreal Engine and heard about ProceduralMesh, one of my end goals was setting out on a passion project. There was a game released mid-2011 called Cube World that was coded I believe almost entirely by this one guy named Wolfram von Funck (Wollay). Despite its potential, the game was never updated and Wollay more or less dropped off the face of the earth.
I eventually hope to one day make something inspired by Cube World. I don’t believe Wollay used an engine. Apparently he coded the entire game using DirectX’s API directly, if I recall. This would mean that, using Unreal Engine, a lot of boilerplate would be taken care of. Sure, it would be a lot of work, but I have my hopes that making something like this in UE4 would not be as painful. Wollay did all this on his own, so that gives me a bit of enthusiasm for my own work.
Cube World trailer: https://www.youtube.com/watch?v=SMZ3U8OJIWk
ProceduralMesh example on Unreal Engine wiki: https://wiki.unrealengine.com/Procedural_Mesh_Component_in_C%2B%2B:Getting_Started
ProceduralMesh Blueprint API docs: http://api.unrealengine.com/INT/BlueprintAPI/Components/ProceduralMesh/index.html
C++ docs: http://api.unrealengine.com/INT/API/Plugins/ProceduralMeshComponent/