Unreal Engine 5.1 Landscape Patch Tool to blend Static meshes Tutorial
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- Опубліковано 27 вер 2024
- Here is a new way to blend static meshes with the landscape using the Landscape patch tool plugin
#ue5 #unrealengine #unrealtutorial #nanite #tutorial
It will be my go too tool for my road system that has more control then the ue5 landscape splines
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Thank you! you've got a subscribe. That was so clear.
Thanks really appreciate it
How can I blend material of the static mesh(brighter) with the landscape material(darker)?
@@FabricadeBoloGloria you can use RVT material blends
@@AaronFhd Wow! thanks for the tip!
Does it work the other way around SOMEHOW?
I got the problem that i have a ground plane which should follow the landscape.
No it doesn’t work the other way unfortunately
@@AaronFhd Well that sucks. Im looking for something in UE5 that he did in that moment : ua-cam.com/video/FrlKwneTsoE/v-deo.html
love it. Would it also work on slopes, for example for cliff placement? I hate cliffs ^^
it will work anywhere on a terrain
Anyway to make these not instant based. For example put them into a BP and have it work from level to level?
Unless its exposed in the blueprint would nee to check but I don't think it is
3:17 deeeeeeyyuuuummmm
can this be done at runtime? If you reposition the mesh at runtime, does it affect the terrain?
Have not tried and don’t k ow if it’s accessible
I suggest voxel terrain for doing something like this since its made to be deformed at runtime. Even if you get it working with normal landscape it would probably be really slow.
@@darkdevilone8613 yup
For me it crashes as soon as I add the landscape patch. Anyone else got these problems? I'm on unreal 5.1 with my Macbook M3
Just tried and it’s working but that being said I am pc with a pretty good graphics card
@@AaronFhd Hi, thanks for looking into it. I get the following error:
Fatal error: [File:./Runtime/RHI/Private/PipelineStateCache.cpp] [Line: 411]
Shader compilation failures are Fatal.
I got a M3 Max, which is pretty powerful, but Apple so idk :D
Any idea if I could've done sth. wrong?
@@captainfalcon498 Don't know but I would report it to unreal engine through there bug tracker
Is it possible to do the same with 2 meshes instead 1 mesh and landscape? (it happens very often that the lanscape is just a mesh). I mean texture blend between meshes
Not following but this is so the landscape will follow the mesh. If you want the textures to blend. That is RVT texture
Do you know a way to "apply" the landscape changes from the patches? This way once you have it in position you aren't actually using this 'beta' feature. IMO this feature doesn't need to keep existing once you are happy with the location.
Not that I know of
@@AaronFhd Do you know if there is any documentation or a trello board somewhere regarding its continued development?
@@Andrew_L86 unfortunately not
is this 5.1 exclusive?
yes
meh
this is cool. thanks. do you know about Runtime Virtual Texture Blending? if you like this then you'll like RVT blending also. its where you blend the landscape material onto the static mesh. such as a rock. so it blends into the landscape even more.
Yes I use RVT when it is needed
@@AaronFhd i just learned how to use them. those with what I just learned from you should help a lot. thank you
I have a bug with RVT runetime textures. When i add the height mask into parent material and increase the height mask value i have just a white color where must be a landscape transition. Do you know how to solve this problem? UE version 5.2.
Hi, is this UE 5.1 Preview? I don't seem to have the Landscape Patch plugin in 5.0.3
it's only in 5.1 and may not make it to final
@@AaronFhd cheers thanks. I really hope it does, because this would be so incredibly useful for non-destructive placement of objects in large open worlds. Please please please make it happen Epic! :D
@@UriahGnu yah it’s a great tool. I also hope they add more to follow the shape of the object as right now it’s just radial.
how about conforming to the mesh? Cause right now its just a circle deformation while mesh is a cube :)
basically cant blend splines in, because the landscape spline tool is bugged about its alignment, (it will always rotate mesh 90, so roads arent possible, even if you rotate the road, it just adapts.
EDIT: For all who struggle with landscape spline tool for roads, use Select Segments instead of Control points (They have a mesh slot too for some reason) and + to Add a spline mesh array.
Right now you can only do those 2 shapes
@@AaronFhd aw thats so sad, thanks though!