I see no filenames with Impl in it, neither in my UE project nor VF installation SDK/paths. So I couldn't find VoxelFarmWorldImpl.cpp.
Ignoring not being able to find it via filenames, I started looking for any access to worldGenerator. Thinking maybe you meant VoxelFarmWorldActor.cpp and saw no strong leads in there. Aside from a call to VF_UEC::BundleWorld( which comes from VoxelFarmBundle.cpp
I did find 1 class that had a "worldGenerator" object, and that was the VoxelFarmBundle.cpp so I imagine maybe that's what you meant.
I am in the process of trying to add a custom layer to the worldGenerator in the the BundleWorld( call, because that is what is called via the constructor in VoxelFarmWorldActor.
I have been able to modify the files and rebuild the plugin. I am having unusual behavior/crashes though.
I am able to make very minimal changes (added the code for class CSimpleVoxelLayer_Perlin3D and it's getContourData from VoxelFarmDemoSimple) and then try to add in the addVoxelLayer call for it.
Since I wanted to write as little as possible and re-use existing samples. I in, for the GetContourData function.
However, everytime I then try and launch/open back up my world after recompiling the plugin, I crash.
Access violation - code c0000005 (first/second chance not available)
UE4Editor_VoxelFarmPlugin!TAsyncQueuedWork<void>::DoThreadedWork() [e:\program files\epic\ue_4.18\engine\source\runtime\core\public\async\async.h:228]
Am I adding in something at the wrong place? Or have any thoughts as to why this is? I have tried several locations, and no luck.
The only other code I've modified into the UE4 starter project was adding the VoxelFarmWorldActor (pointed project to a flatland VF project)
And add that actor to LevelBlueprints for updating my clipmap focus. (Looks identical to the help documentation example)
Lastly, the flatland VF Project I made, is an empty project with 3 materials added in it, pointed at grass/dirt/rock textures respectively. Nothing else changed, no biomes/terrain.