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landscape

Scene, level & world Experimental

Heightfield terrain: component grids, sculpting, materials, grass, and seeding.

What it’s for

This namespace authors Unreal’s heightfield terrain — the ALandscape actor. It covers the whole terrain lifecycle: spawning a fresh component grid, shaping the heightmap with brush stamps or bulk edits, swapping the landscape material, and setting up the grass that renders on top of it.

Use it when you want your assistant to build or reshape ground surfaces in the level — raise a hill, flatten a build pad, drop in a large playable terrain with a starter material, or seed a rolling landscape and then refine it. You describe the terrain you want in plain language and it runs the underlying operations.

Reach for a sibling namespace when you are not editing the heightfield itself: scatter rocks and props with foliage or instanced static meshes via actor. Grass authored here renders through the landscape material’s grass node, not through the foliage tool, so the two systems solve different jobs.

This area is experimental and still improving. The operations work, but parameter names and defaults can change between releases, so pin expectations to the method pages rather than memory.

Examples

Spawn a new terrain

Create a landscape actor with a component grid and a starter material to sculpt onto.

You: Add a 500x500 landscape called Terrain at the world origin.

  call("landscape.create", {name:"Terrain", componentsX:8, componentsY:8,
        quadsPerComponent:63, materialPath:"/Game/Env/M_Terrain"})
    → {ok:true, actor:"Terrain", vertexResolution:"505x505"}

Done. Spawned the Terrain landscape ready to sculpt.

Raise a hill

Stamp a soft raise brush at a world location to push terrain upward.

You: Raise a smooth hill near the center of Terrain.

  call("landscape.sculpt", {landscapeName:"Terrain", location:{x:0, y:0, z:0},
        toolMode:"Raise", brushRadius:3000, brushFalloff:0.7, strength:0.3})
    → {ok:true}

Done. Raised a soft hill at the center of the terrain.

Add grass and set the material

Create a grass type that scatters a mesh, then assign the landscape material that renders it.

You: Scatter GrassMesh as grass on Terrain and apply the meadow material.

  call("landscape.create_grass_type", {name:"GT_Meadow",
        meshPath:"/Game/Env/SM_GrassMesh", density:4.0, minScale:0.8, maxScale:1.3})
    → {ok:true, asset:"GT_Meadow"}
  call("landscape.set_material", {landscapeName:"Terrain",
        materialPath:"/Game/Env/M_Meadow"})
    → {ok:true, recompiled:true}

Done. Created the grass type and applied the meadow material.

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