Every time I’m stuck on a specific thing in unreal and wish that you had a video on the topic, one appears 😂 Matt, thank you so much for doing these. You are an enormous help
@@MattAspland how to spawn grass on grass layer but not on rocks?, on Sand i made it but on rocks not working because of that Lerps what is calling the rocks textures again at the end
@@MattAspland you saved me from failing computer science bc i wanted to use unreal for a project rather than roblox. sleep deprivation does weird things to ppl
3 Criticisms - 1) because you are editing, you can always just edit your mistakes out. Which makes it better for learning as this is a tutorial 2) Use proper textures (such as megascans) for demonstration purpose. The 3 you chose for this video is quite awful. And they are extremely tiled even on ground level. 3) Always start from scratch. And not "oh I made this already so I'm gonna do something else now" - always start from A - Z BUT all in all good video!
Hey, i really like your video but i am stuck at some point, maybe you can help me :) I just did everything the same you did in the video except for the specular part. The Problem is now that i only have the texture of the cliff on my map. Also in the landscape mode, all of the layers are just the texture from my cliff texture. I dont know how to fix that.
I had the same problem and at 14:34 he said he messed up the values for BlendBias and Sharpness. Sharpness should be 7 and Bias Should be -2.2 in the "Default Value" box instead of "Min slider" box. After I applied and saved I reset the values on my Instanse to default (-2.2 / 7) and it started working as intended.
Hi Matt!. Could you please make a tutorial about custom shaped progress bars?. Ones that actually follow the line?.. Sadly There are only few tutorials about this and it's a bit complicated..
@@MattAspland thank you!. I really appreciate your work. That video was already on my list.. Well.. Most of your tutorials are lol. Keep this wonderful work!
Hi Matt. Great tutorial as usual. However, I have a question: is there a way to use this auto landscape with a grass node? When I try, I spawn grass as it should, but it considers the ENTIRE LANDSCAPE as grass texture regardless of what texture I then paint over it, be it sand, cliff, rock, etc. Obviously, I would like to paint over the existing terrain with a specific texture - useful for when adding different sounding footsteps or setting what texture animals can roam on, etc. Hopefully this is a rather simple question to answer. Cheers again.
I know the video is a bit old, but if anyone struggle with the texture being mixed together when painting, delete your layer then select 'WEIGTH blended layer' instead of 'non blended' (Im in 5.4.3 and its working perfectly)
Great video. How do you get the different textures to render at different levels like the ocean bottom, wet sand at the water line, then sand, then grass, then rocky grass, then cliff, then rock, then snow?
Many many thanks for the videos it really helped me in my journey with UE and in creating my game i waste a lot of money on useless kits and others codes but you show how to do it by my self so thank you again Would ask if you can or you have an update video for AI enemy damage dealing and updating to the health bar and recove a damage from it there are videos but the problem is if i press dealing damage from distance he will recive it and since 5.1 is changed i cannot follow old videos guide me and thank you
Have you tried this in the 5.1 version of unreal? I followed along, and none of the parameters seem to effect the material in any meaningful way. I checked to see that i had the landscape set to the Material Instance, that was fine. trying to adjust how much grass or sand is not working for me on an open world map.
Same issue here on 5.2. It does not work at all and all i get is just the rocky cliff texture, which i can not adjust in any way and all the 3 layers say they are empty after i did the "non weighted blend" option.
Same here. Came back to Unreal from 5.0 when 5.3 was released and I find displacement doesn't work for landscapes in packaged products and the old way of creating my auto landscape material no longer works. Awesome!@@Robonator14
Literally did this to a T gone over this video 5 times, got height map and layer map showing up like the mega scans are not combining, also whenever I go to manually paint. No matter what it is, it shows up with brown tiles? So confused anyone know the answer?
i am so lost followed every thing you did and it just gray shit on my screen material works but as soon as its a instance just turns to nothing idk what the problem is
If I don't have the Specular version of the textures because I am currently using the latest Unreal Engine 4, is there a way to achieve the same Specular effects you have making the material?
Hey Matt, I'm trying to use Megascan's useless ORD texture with this and I'm not sure how possible it is. Any suggestions of an ORD texture in place of a specular?
The green channel on the ORD controls roughness. It's basically just the inverse of specular in this case. I used the megascan surfaces with the ORD image, and just plugged the Green channel in where he puts the specular. The higher the number in that value, the more rough (less specular) it ends up.
nb: I had issues with getting the auto texturing to work when i applied this to an exsiting landscape. Once i delete the landscape and created a new one it all worked great
Hey. In ther video you made about how to make a stamina system and sprint i loved it!!! but there is one problem. After i made it when i walk bagwords the camera shakes and the charecter shakes so do you know what could fix it? And thanks for all the videos you make they help me a lot :D
Hey! I believe that is an issue with the animations you are using. You could try smoothing the movement, or the animations themselves. Or try smoothing the camera movement based on character movement. So you need to move more before the camera follows if that makes sense.
Yup that's exactly what I'm getting too :( I don't blame Matt, it really hard making tutorials for a constantly moving goal post eg. Unreal Engine 5, by the time they've worked the blood sweat and tires out of their collective finger tips, here Epic comes again to changing the whip and cause these poor tutorial makers yet more suffering, it's almost sadistic, I'm all for innovation & progress but not that the cost of a constantly moving product no one ever rightly knows how to use.