As of UE 5.1 there is a bug in getting landscapes, landscape proxies, and landscape streaming proxies to conform to a spline. Tested and verified on each one. In blueprints the node used to accomplish this is “Editor Apply Spline”. Any ideas on how to get around this? Can anyone at least get word through to Epic’s developers? How does one get word through to Epic’s developers? I honestly do not understand their support system yet. Thank you.
I’ve seen that Epic are aware of this bug and we should get a fix in the next update.
Have we found out if this is still an ongoing issue? I can’t seem to find any documentation about this node or any bugs about it being reported.
Negative. I submitted a bug report, and never heard back. As of 5.2 it is still broken. I also downloaded 5.3 from GitHub as it currently stands, which is in progress at this time, and it was still broken. Everyone should submit a bug report. Maybe it will catch their attention.
try setting “num of subdivisions” to 10,000 or more. Make sure tangents in the spline have a distance of more than 30.
Also, if you’re using world partition, make sure the spline is over Tile 0 (or go through all tiles and apply)
Just FYI, I think the problems you are running into here are because you are leaving the “Edit Layer Name” as None, at least from the screenshots.
You need to provide the name of the layer on the landscape you want to render the spline on to. If you go into landscape mode you should see what layers your landscape has under the “Edit Layers” section. My guess is that you’re seeing nothing happen since it’s trying to render on to a layer that doesn’t exist. Hope this helps!
Theres still issues with this ‘Editor Apply Spline’ node. When I use it on a landscape layer thats reserved for splines, it seems like it works, but when I switch to landscape mode it gets reset and it no longer deforms the landscape. Its like the layer forgets about it.