Yesterday I analysed a little bit the technical aspect of Fortnite, to maybe get inspiration to complete technical challenges.
And I found the Roads in Fortnite, which I really can’t say, how it was done in UE4…
It looks like it isn’t the Spline System of UE4?!?
The Roads have on High quality settings some Dirt at the edge, which probably could be done in a spline system and the use of vertex colors of the mesh in the spline system…
On lower settings, the dirt disappear. (Probably material-quality switch-Node.)
At this screenshot you can see the roads and on the left the landscape painted road:
I was intrigued by this too and just did some tests. Instead of using the landscapelayerblend node, I tried the LandscapeLayerSample node which actually gives you the weight number. With that you can do some cool custom stuff.
With a simple setup like this you can have nice hard edges based off a noise texture.
I went a bit further and made a second texture automatically painted around it by adding 0.1 with a new floor function (to get more white for that texture).
Not great textures or noise lol, but you get the idea. That’s most likely how they did their edges. I’m sure you can get it very similar with decent textures and a clever material setup.