Landscape Blueprint Brushes

Brushes that enable you to create and manipulate arbitrary terrain regions using shapes defined entirely in Blueprint.

Choose your operating system:

Windows

macOS

Linux

Landscape Blueprint Brushes provde a stack of user-defined sculting brushes that can be manipulated non-destructively, so that any changes to a brush lower in the stack automatically flow through to the brushes above it in the stack. These brushes can be used to layer multiple terrain manipulations on top of one another while maintaining separation of those manipulations, enabling them to be reordered or moved around the terrain as necessary.

Non_Destructive.gif

To use Landscape Blueprint Brushes, you must enable the Landmass plugin in the Plugins Browser and check Enable Edit Layers when creating your Landscape.

To enable the Landmass plugin in the Plugins Browser:

  1. From the main menu, open the Plugins Browser.

    PluginsBrowser.png

  2. Search for Landmass and click Enable .

    LandmassPlugin_Enabled.png

To enable Edit Layers when creating your Landscape:

  • Check the Enable Edit Layers property in the New Landscape section.

    EnableEditLayers.png

Adding Landscape Blueprint Brushes to Edit Layers

To add a new Landscape Blueprint Brush to an existing Edit Layer:

  1. With the Landsape mode selected in the Level Editor Toolbar, select the Sculpt tab and select Blueprint from the available sculting tools.

    SelectBlueprintTool.png

  2. Click the Blueprint Brush dropdown and select one of the available types of brushes.

    BlueprintBrushSelect.png

  3. In the viewport, click the Landscape to add the new brush.

    NewBrush.png

Built-In Landscape Blueprint Brush Types

CustomBrush_Landmass Brush

The CustomBursh_Landmass brush generates a landmass shape from a user-defined spline shape and a collection of configurable effects—such as erosion, curl noise, and displacement—and applies the resulting shape to the terrain

Falloff_Angle_45.png

Blend Modes

The Blend Mode determines how the shape is added to, or cut into, the terrain—similar to CSG or boolean operations. There are four blend modes available:

Blend Mode

Description

Alpha Blend

Blend_Alpha.png

Min

Blend_Min.png

Max

Blend_Max.png

Additive

Blend_Additive.png

Shape Capping

The shape generated by a Landmass brush can either be capped or uncapped. If the shape is capped, it resembles a plateau with a flat top. An uncapped shape resembles a mountain or hill with a peak.

Cap Shape enabled

Cap Shape disabled

Cap Shape enabled

Cap Shape disabled

Falloff

Falloff determines the slope of the transition from the brush shape to the underlying terrain.

Type

Description

Angle

The falloff slope is determined by a specified angle. Larger falloff angles result in steeper slopes. For uncapped shapes, the falloff continues inside the shape as well to form a peak.

Falloff_Angle_30.png

Falloff_Angle_45.png

Falloff_Angle_60.png

30 degrees

45 degrees

60 degrees

Width

The falloff slope is determined by specifying a distance in Unreal Units. Smaller falloff distances result in steeper sloes.

Falloff_Width_100.png

Falloff_Width_200.png

Falloff_Width_400.png

100 units

200 units

400 units

Noise

Noise applies up to two octaves of curl noise to the generated landmass shape.

Property

Description

Curl [1/2] Strength

Sets the amplitude of the noise applied to the landmass shape.

Noise_Strength_0.png

Noise_Strength_1.png

Noise_Strength_2.png

Strength 0

Strength 1

Strength 2

Curl [1/2] Tiling

Sets the frequency of the noise applied to the landmass shape.

Noise_Frequency_0.png

Noise_Frequency_5.png

Noise_Frequency_15.png

Tiling 0

Tiling 5

Tiling 15

CustomBrush_LandmassRiver Brush

The CustomBrush_LandmassRiver brush extrudes a Static Mesh along a user-defined spline and raises or lowers the terrain to match the extruded mesh. This brush is useful for laying out roads or rivers where the terrain automatically adjusts to match up.

Landmass_River.png

CustomBrush_MaterialOnly Brush

The CustomBrush_MaterialOnly brush uses a Material to apply procedural noise to the whole terrain to form a base.

MaterialOnly_Noise.png

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss