Landscape Expressions

Expressions for creating materials to be applied to Landscape terrains.

Windows
MacOS
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LandscapeLayerBlend

[INCLUDE:Engine/Landscape/Materials#landscapelayerblendnode]

LandscapeLayerCoords

The LandscapeLayerCoords node generates UV coordinates that can be used to map Material networks to Landscape terrains.

LandscapeLayerCoords Node

Number

Property

Description

1

Mapping Type

The ELandscapeCoordMappingType that specifies the orientation to use when mapping the Material (or network) to the Landscape.

2

Custom UVType

The mapping place to use on the terrain. The CustomUVType outputs the UV coordinates to map the Material to the Landscape based on the given property values.

3

Mapping Scale

Applies uniform scaling to the UV coordinates.

4

Mapping Rotation

Applies the rotation, in degrees, to the UV coordinates.

5

Mapping Pan [U]

Applies the offset in the [U] direction to the UV coordinates.

6

Mapping Pan [V]

Applies the offset in the [V] direction to the UV coordinates.

7

Unlabeled Output

Outputs the UV coordinates to map the material to the Landscape based on the given property values.

LandscapeLayerSwitch

[INCLUDE:Engine/Landscape/Materials#landscapelayerswitchnode]

LandscapeLayerWeight

The LandscapeLayerWeight expression allows Material networks to be blended based on the weight for the associated layer obtained from the Landscape the Material.The weight for this layer is used as the alpha value for blending the two input networks.

LandscapeLayerWeight Node

Number

Property

Description

1

Parameter Name

The unique name that you give to the parameter.

2

Preview Weight

The weight to use for preview purposes in the Material Editor.

3

Const Base

You can specify a base color here that you would like for your Landscape to have

4

Base

The network to blend this layer with. This is generally the result of any previous layer blending, but can be empty if this is the first layer.

5

Layer

The network to blend together to create this layer.

6

Unlabeled Output

Outputs the result of the blending between the Base and Layer inputs based on the layer weights of the layers involved.

LandscapeVisibilityMask

The LandscapeVisibilityMask node removes visible parts of your Landscape, so you can create holes in your landscape to, for example, create caves.

LandscapeVisibilityMask Node

Number

Property

Description

1

Unlabeled Output

Outputs the visibility mask properties.

Make sure the output is connected to the Opacity Mask slot of your Material and that the Materials Blend Mode is set to Masked. Otherwise the node may not work correctly.

layer_visibility_mask_opacitymask.png

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