Here’s what I want in terms of game behavior:
The player triggers an event, and what was a tractless desert landscape (sand layer everywhere!) now has a path highlighted by color/value, so the player knows where to go. (I’m also turning on a post-processing effect to tint the viewport with this event.)
Ideally I’d be changing some texture parameter on a specific landscape layer, but I cannot figure out how to do that in blueprints. (say the event changes the base color on the material instance of one landscape layer.)
Another idea I tried to get this effect would be to cover the ‘path’ with a flat mesh painted on as foliage that only appears after the event, but! I can’t figure that out either. I thought I could do it by giving the foliage a custom depth and handling that via post-process material (like people do thermal imaging with). That works great to highlight the mesh foliage, but still I don’t know how to make it disappear. If it is hidden or transparent normally it is transparent in the postprocess as well.
I feel like I must be missing something obvious. Any suggestions?