Interract with landscape material from blueprint (corruption spreading system)

Hi everyone,

I would like to make something that would look like a spreading corruption system in UE5, in a terraria meaning, or that could be created in such way: plant a pillar makes the surrounding ground change color and have a corrupt property.

So far i made a no-weight blend layer that covers my material and have a runtime virtual texture that allows me to catch the color from surrounding textures. That’s great.

Now i would like the actor (my third person character, or any actor placed in the world) to have access to the value of the layer weight at their location, and even better to change it.

There must be a solution in UE5 somewhere that i don’t know about. I don’t mind changing what i have done so far if needed. I am opened to both blueprint and C++.

Thanks!

I tried to dig in the C++, it appears that the landscape paint function are protected by a “in editor” tag when compiling.

The only way around i found was to make a chunk system which would paint on the ground RVT based the chunk value.