Please pardon the ICP pun.
So I was going to put this in the AnswerHub but it’s been down for two days.
What I’m trying to do is make a blueprint that will go through my level and look for assets of a given type (a house) and then paint the weightmap layer on the landscape I want altered around them (a lawn).
I already have my landscape material set up with the layers. I know I can do this manually but there’s a lot of houses in this level and there’s a lot of levels with similar tasks.
I was looking at the Landmass blueprint brushes and a whole lot of what goes into them seems to be really specific to the effects they are trying to achieve on the heightmap (such as angle blending and curling) to the point they’re a bit hard to reverse engineer, especially with crash bugs when I try to implement the paint layer functionality.
It’s easy enough for me to define a region around my asset. I don’t want or need to worry about angle blends or curling or what have you.
Defining the brush material is easy (and so far I understand it’s a simple alpha output into the emissive color output for the brush).
What I’m having trouble figuring out is how to:
- Target a specific landscape material paint layer’s weightmap
- Translate a set of world coordinates into weightmap UV cords
- Write that brush’s output to the weightmap
Which blueprint node is actually responsible for taking the output from the brush material and painting it onto the weightmap? And will that automatically lower the weight of other layers?