Summary
In this long but game-changing chapter, we have learned everything we need to know about terrain creation with Landscapes. In the first section, we learned what a Landscape is and how to create a new one considering a real-life size. In the next section, we explored all the different Sculpt tools the Engine provides to create diverse terrain surfaces. We went on and learned how to use a heightmap to automatically generate terrain from a texture with a high Level of detail. Thanks to the Foliage mode, we learned how to place Foliage actors using a brush that allows us to randomly place assets on the Landscape’s surface. Finally, we learned different techniques for creating a Landscape Material that allows us to paint different textures on the Landscape directly inside the Level Viewport. This allows us to procedurally place Foliage actors through the Material and allows us to procedurally paint the Landscape’s surface according to its slope and height variation...