Is there ANY way to use a Material Instance Dynamic on a Landscape?

Whoa. That is awesome! I just finished testing the concept and it 100% works!

For anyone else, the node was referring to is “landscape_manual_uvw”.

I’m going to play around with this a bit today, move everything I can into blueprints and see how much I can optimize the process for a large open world, tessellated landscape. As of right now, since the Render Texture and the Landscape have a 1:1 mapping, you can’t make your landscapes too large or the RT’s pixels start to become obvious, even at 2048x2048. Even with LODs, the larger tessellated landscapes get expensive, so this will probably need some creative level design to make it feasible.

Perhaps there’s a way to reuse the same Render Texture across multiple landscapes, to conserve texture memory?

, thank you, thank you, thank you! You’ve given life to a feature I thought was completely out of the question!