Landscape Spawner#
Landscape Spawner Overview#
Search for
LandscapeSpawnerin the Content Browser, and drag one in your landscape. You can have severalLandscapeSpawner’s in your level.Choose the heightmap source that you want in the Heightmap Downloader component (the
LandscapeCombinatorMapin the Plugin’s Content contains severalLandscapeSpawnerexamples).In the Details Panel of the
LandscapeSpawner, you can check the “Create Mapbox Decals” or “Create Custom Decals” options if you also want to create decals. “Create Custom Decals” uses the Image Downloader settings from the Texture Downloader component.If you prefer to keep the creation of decals separated, you can use Landscape Texturer actors after (or before) your landscape has been created.
In the Details Panel of the
LandscapeSpawner, click onSpawn Landscape.
Landscape Spawner Settings#
General
Spawn Method (
ESpawnMethod, defaultCreate Fresh Landscape)Create Fresh LandscapeCreate Fresh Landscape IncrementallyExtend Existing Landscape: This option lets you extend an existing landscape. It will apply the heightmaps to the landscape. It will add components as necessary to extend the landscape if the downloaded heightmaps extend beyond the current landscape size. The landscape needs to be already placed in the rough correct location for the downloaded heightmaps.
Landscape To Extend Selection (
FActorSelection)Landscape Label (
FString, default"SpawnedLandscape"): Label of the landscape to create.Landscape Tag (
FName, default"lc"): Tag to add on the spawned landscape.Landscape Material (
UMaterialInterface): Material to apply to the landscapeCreate Landscape Streaming Proxies (
bool, defaultfalse): If you are using World Partition, check this option if you want to create landscape streaming proxies. This is useful if you have a large landscape, but it might slow things down for small landscapes. When using this option, it’s important to use a preset for the component counts, or the generation will freeze or be very slow.Spawned Actors Path (
FName): Folder used to spawn the actors. This setting is unused when generating from a combination or from blueprints.Z Scale (
double, default1): The scale in the Z-axis of your heightmap, ZScale = 1 corresponds to real-world size.
Blending
Blend Landscape With Another Landscape (
bool, defaultfalse): This is used if you want to create a “hole” in another, larger background landscape, so that the newly spawned landscape doesn’t get hidden by the background landscape.Blend Landscape (
UBlendLandscape)
Decals
Decal Creation (
EDecalCreation, defaultNone)NoneMapboxMapTiler
Decal Material (
UMaterial)Decal Merge Images (
bool, defaultfalse)Decals Sort Order (
int, default0)Decals Mapbox Token (
FString)Decals Map Tiler Token (
FString)Decals Mapbox Zoom (
int, default9)Decals Map Tiler Zoom (
int, default9)Decals Mapbox 2x (
bool, defaultfalse)
Component Count
Components Method (
EComponentsMethod, defaultAuto Without Border)Manual: Enter the Quads Per Section, Section per Components, and Components Counts manuallyAuto Without Border: When the landscape components do not exactly match with the total size of the heightmaps, Unreal Engine adds some padding at the border. Check this option if you are willing to drop some data at the border in order to make your heightmaps match the landscape components.Auto: Let Unreal Engine decide the component count based on the heightmap resolution.Preset 8129 8129Preset 4033 4033Preset 2017 2017Preset 1009 1009Preset 1009 1009 2Preset 505 505Preset 505 505 2Preset 253 253Preset 253 253 2Preset 127 127Preset 127 127 2
Quads Per Subsection (
int)Sections Per Component (
int)Component Count (
FIntPoint)
Landscape Spawner
Heightmap Downloader (
UImageDownloader)Position Based Generation (
ULCPositionBasedGeneration)
Position Based Generation Reference#
Position Based Generation
Enable Position Based Generation (
bool, defaultfalse)Zoom Level (
int, default14)Generate All Tiles At Distance (
int, default1): Distance 0 means 1 tile, Distance 1 means 3x3=9 tiles, Distance 2 means 5x5=25 tiles, etc.Show Generation State (
bool, defaulttrue)Group First Tiles (
bool, defaulttrue): group the first group of tiles as a single rectangle
General Settings#
Landscape Combinator
Temporary Folder (
FString): Folder to hold the downloaded and processed filesMapTiler Token (
FString)Mapbox Token (
FString)NextZen Token (
FString)
Concurrency Settings#
Landscape Combinator
Game Thread Work Budget Per Tick (Seconds) (
float, default0.02f)