How to make a SPLATOON-like game in UE5

Recently I decided to develop a SPLATOON-like game in Unreal Engine 5, specifically within the context of ​open-world development. However, when researching tutorials, I found that ​the common approach for implementing paint mechanics relies on Actor-based solutions​ (such as using a simple cube-shaped Static Mesh paired with a Render Target). While this works for basic prototypes, ​it creates a critical issue for my project:

How can this traditional method be adapted to handle complex, large-scale terrain systems generated by the Landscape tool in an open-world environment?

Hey there @Inverse_Da! Welcome to the community! The issue with this is that landscapes in Unreal aren’t really meant to be changed at runtime. This means you’d either need to modify how the landscape system works or use a workaround. Some users discussed a workaround here that can allow you to have some runtime material editing capabilities:

idk if it’s a good idea but maybe you could try painting stuff with Niagara Data Channels? this system dynamically partitions world into grid cells to spawn optimized niagara system instances in them, might be worth a look.

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