How do you spawn custom brushes for landmass plugin using blueprints?

I am working with the landmass plugin and had a question about whether you can spawn in blueprint brushes through blueprints. When I use “spawn actor” it spawns in the blueprint but doesn’t affect the landscape. It does work when I add it to the “edit layer blueprint brushes” tab but I plan on making many brushes and don’t want to add them all manually. Does anybody know if it’s possible? There is a similar question on a forum but the poster answered his own question vaguely in my opinion. They said: “Found a solution by creating a blueprint that uses LandscapeBlueprintBrush as the parent class.” but that that doesn’t mean much to me. The most I could get out of that is try to spawn the actor from a blueprint that is parenting the bp above. Any help would be greatly appreciated


I am totally guessing here, but it seems like the spawning of the brush doesn’t trigger the landscape to change or move. I suggest pulling from the Return Value node to see if there is an accompanying function that also modifies / updates the terrain.

Did you find a solution to this problem?

I did recognize that the “spawn actor” indeed does work, but you have to be in landscape mode or it will only show the spline.
A workaround I use now is to put some LandmassBrushes in the level and change their attributes with a function and a “requestlandscaoeupdate”-node. Now the brush will update in the editor and hopefully this can be used before starting the actual game.

I didn´t figure out how to spawn a landmass actor outside the landscape mode though.
Does anybody know if there is a way to access landscape mode in a menu of a finished game?

I wish the forum told me I had replies, I could have shed some light a little while ago. I assumed my question was lost to the void. But you are correct in that you can spawn it only when the landscape menu is up. For my purposes, I was trying to import roads and have these blueprint brushes update the terrain beneath the roads. I was only using blueprints at the time and there does seem to be some work around in c++ but I am unfamiliar with it. If you trace back the editor’s behavior in c++ when landscape mode is active, you can do it in runtime I believe. From my experience it is impossible to spawn blueprint brushes and have it effect the landscape in blueprints outside of the landscape editor menu. But might be possible in c++ by copying a lot of the logic from the landscape editor menu buttons and their startup functions.

Thanks for your reply.
I basically could use it to iterate a little bit so that was enough for me.
Got distracted by it from the more essential stuff anyways, guess I´ll just leave it there untill they release the new system eventually.