Where is the "deform landscape to splines" button in UE5.7?

Hello everyone. I’m attempting to use splines to create a road in landscape mode. However, unlike what many tutorials show, I can’t locate the “Deform Landscape to Splines” buttons. Does anyone know where I can find this button? I’m using version 5.7. Have these buttons been relocated somewhere else in this version? I think these buttons should be above the “select all”.

I got the very same issue on 5.7, ‘‘deform landscape to Splines” (All Splines / Only selected) is not there anymore

Yeah, don’t know where they move the buttons.

I have also noticed this button is missing. Is there any kind of work around?

Anyone find out where it was moved or a hotkey for it?

It’s been a nice treasure hunt :rofl:




P.S. If you create the spline directly in the correct layer you don’t need to type the layer name in the details panel

wow! Thanks for that! That’s helpful~ I think UE should have an official statement about this change.

So, I created one of the “Landscape Edit Layer Splines” and made sure the splines I made had the correct layer name assigned to both it’s Points & segments and still the Deform to splines buttons aren’t showing….

Also, when I first create a new Edit Spline Layer, then start creating splines with that layer selected, it doesn’t automatically add that layer to its “Layer Name” in the Landscape Deformation settings.

Is there something else I need to do?

Yes. Not use “landacape splines”.

Really unsure why these are still in the engine in the first place to be perfectly honest.

Regular spline, then bluetility to deform - if you must use landacapes at all it’s the only real way to deal.

Sorry to re-iterate what was said before, but i want to make it a bit clearer to anyone still wondering.
Basically the UI and workflow has changed slightly. You have add a spline layer manually. Once you click the little Plus, then choose Landscape Edit Layer Splines, then click Select, you can drag the spline up and down and it will deform the landscape to ALL the splines in Real-time. There isn’t a specific button for ‘deform Landscape to splines’ for individual splines anymore.

Once again, literally no one should be using this.

Why? It’s very useful.

The opposite. Its stuck in the engine editor and that’s all you get from it.

If you use a regular spline instead, not only can you deform the landscape and paint it, but you can then use said spline for other things - like gameplay.

Thus, the whole landscape side of splines is completely useless and actually counterproductive to keep in the engine (like you didn’t know heaps of others also do not know).

What an unbelievably poorly thought out and inconvenient change.

It was a huge part of my workflow to be able to apply, edit, then reapply specific segments of splines. Why force us to apply extra edit layers on top of each other to achieve what would be more manageable with destructive edits to a single heightmap. Can we at least bake the changes down to a single edit layer for export and reimport of the heightmap?

*Yes we can but it still doesn’t allow us to simply not apply 99% of the landscape worth of spline if we dont want to without a bunch of finnicky extra steps individually setting raise/lower enabled and re collapsing layers (which hypothetically could be an even bigger pain if you actually want to use edit layers since collapsing forces all edit layers into the selected one it seems)

@ epic games, revert this please.

I’m not sure what you are on - must be bad drugs.

Use the regular splines like everyone should. And use the same spline for your gameplay like everyone does.

It’s the exact same thing just eons better.

1, I have no gameplay reason to

2, Drawing dense roads on large open worlds is much easier not having to alt drag every spline point. It worked perfectly fine for my purposes and I could work efficiently with it.

3, The level I would need to mess with is in a modding sdk, so no cpp which would make writing out a spline tool outside the scope of what I can even do as far as I understand. I cant cook plugins that arent in the base game either, so no plugins that have custom spline classes unless they can return that data back to landscape splines.

4, Basic splines cannot fork in the same way as landscape splines afaik, so without custom spline component a spline bp wouldnt work for my purposes anyways

5, I haven’t been able to find anything on the internet so far on how to grab existing landscape splines via EUW BP only for the only issue I’ve had so far with landscape splines (see my most recent topic as to why I would need to). Help forums have the usual disdain for the inundation of “question askers” understandably, and the chance of even running into someone who actually knows what they’re doing for advanced questions is miniscule since they get real customer service from epic and dont sit around here or on slackers. So finding information is a barrier.

6, Even if I did have access to a bp spline tool, if I cant copy all data including segment meshes redrawing thousands of individual landscape spline points with varying meshes and widths with spline BP’s by hand would take an unreasonable amount of time if the only purpose is to deform single segments.

Therefore just using landscape splines is preferable from my current perspective, which was made a whole lot more tedious by this change. No drugs involved except mainlining cortisol

Seems like a bunch of bs to be honest with ya.

The situation with landscape splines has been this since at least 4.18 - you not knowing is not really any kind of valid reason to “use them anyway” same as “not knowing” about a law is not any kind of valid defense to committing a crime. It’s also not a valid excuse for any developer to still use them - and resulting in people like you to be forced into this situation I assume?

Re the rest:

Your best bet would be to make a script that cycles the spline points of each spline, prints out their transforms, and with that list you can re-create them.

Landscape splines only exist when editing a landscape, so you have to have the editor open and an editable level up and running for them to exist.

Actually, you should be able to select the spline and all its points, copy them, and paste into a regular spline after accessing it to add points. Chances are it will work (but this depends on engine version as I recall somewhere between .19 and .22 they created all points correctly but with no tranforms for instsnce).

Having the ability to create a BP containing a spline is a bit of a must here. So if you can’t do that, you are out of luck. The next step would be to set up the bluetility part and call the function to get the landscape to edit and the materials to paint. Again, this is an “editor” only function.

Afaik, splits aren’t a “thing” because it’s just a different spline starting. Never need anything different actually.

Landscape splines offer no meshes and nothing else at all but the fact they draw a material onto the landscape - which makes the rest of what you are saying much more puzzling. They have no meshes or anything else. Which is precisely why you never use them…

Your last point is also perplexing.

There’s a billion and one roads in my project for instsnce. You think I or anyone would sit there and edit every single one manually? No. I create a script that places them based on data. Whatever you are doing, you should develop whatever you can in a similar fashion if you hope to maintain sanity :wink: