Landscape Grass Output Node Bug? (5.5.1)

I’m following the Epic Games Unreal Engine training course available on Coursera, and perhaps on other learning platforms. The instructor walks through using the Landscape grass output node inside the master material, along with landscape layer sample nodes and a landscape layer blend node. We create a foliage Landscape grass type assets (two, one for grass and flowers). We then go to Landscape Mode, paint, and under layers we now have whatever textures we first set up and now two new ones for each grass collection (one is a collection of grass assets from a Quixel bridge Megascans asset and the other flowers from a different asset pack). According to the video I should be able to click these grass and flower layers (landscape mode → pain → Layers) and simply draw them on the landscape. Not working as intended. See video and screenshots.

Is this a bug? Is there something else that must be done in 5.5.1 compared to earlier versions before I can paint theses meshes? How does the material instance know about these foliage collections I set up?







I figured it out, the answer was somewhat hinted at in my final question: “How does the material instance know about these foliage collections I set up?”
Well, according to the educational video in the official course “it just knows” (paraphrasing). Surprisingly, it doesn’t just know. You have to add your foliage collections into the Landscape Grass Node. In the video, the instructor does NOT do this. I’m guessing the editor forgot to add in the 10 second clip where the instructor does update the Landscape Grass node with the LS assets.


After updating, saving, then updating the MI so that changes to the MM would take, it worked as intended. So not a bug, just a bad educational video. If I was paying for the course I’d be a bit annoyed, fortunately my sponsor is.

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