Summary
In this chapter, we have learned how simple it can be to create diverse environments by using Unreal Engine 5’s plugins. We started by creating an Auto Landscape material that could allow us to automatically paint different materials on the Landscape surface. We went on to introduce the Landmass plugin. Thanks to its custom brushes, we learned how to sculpt a landscape with a spline and how to assign different paint layers to create variations such as paths.
Next, we started adding water to our scene. After we introduced the Water Body Lake, Water Body River, and Water Body Ocean actors, we added a lake to our scene, and we learned how to modify the Water material. Last but not least, in the last section, we explored the fundamentals of the Procedural Content Generation Framework by creating a simple but useful PCG Graph.
At the end of this chapter, we closed the environment creation part and, with it, the second part of the book. We are now ready to improve our...