
Activating The Editor Mode, Once Created.Interaction of EdEngine with EdMode Class.Speed: Using the PDI / Primitive Draw Interface.Reset any Static Mesh Actor's rotation to 0.Instant Mouse Move of Static Mesh Actor.


I also spent a lot of time making the shaders. I guess that the whole point when creating stylized environments is that you can make great art by doing simple things. I did a lot of experiments while making it. The biggest challenge during the production was getting the grass fields to look good. In addition, I introduced the notion of Runtime Virtual Texture inside the master material which is going to be used by the grass. To avoid pattern repetition I also changed the UV tiling amount depending on the camera distance. The dirt layer is working with an angle-based slope blending so that if you sculpt cliffs it would automatically blend with the grass layers based on the steepness of the slope. Grass Layer with a high amount of Flowers 6. Grass Layer with a low amount of Flowers 5. Grid layer for testing/debugging purposes 2.

Overall, it features 6 paintable layers:ġ. The terrain was manually sculpted using the Unreal Engine tools and thanks to the Landscape Master Material, it procedurally painted grass on top of it. It was essential for me to not over-push the details and explore different styles. Vegetation was an important aspect because it heavily relied on what the grass fields would look like.
