![]() When working in an external software you typically don't see textures, game objects, foliage, roads and you quickly lose sense of scale or context. ![]() The first problem is the disconnect between the work done in an external program and the map in Unreal Editor. However, we experienced some serious difficulties when working with them in the past. They typically have lots of useful features. There are several software solutions for procedural landscape generation which are independent of Unreal. If you were burnt in the past by problems with Unreal Landscape workflow, you might be positively surprised this time. Our brushes are performant even on the largest of maps, thanks to the fact that they only update parts of the world which are relevant. If you need to move a mountain later in development, you can do it. The Landscape plugin comes with a number of such procedural brushes, which can be combined in any way and edited at any point in time, even a year after they were originally placed on the map. LBB allow us to modify the landscape via brushes containing some logic - opening the door for procedural generation and non-destructive workflows. Luckily, Unreal introduced a new method of working with landscape - Landscape Blueprint Brushes. We consider that a huge problem, as iteration is key to improvement. Just having layers is not enough when wanting to be able to go back and edit your work. You can't modify any of the past edits without re-doing or breaking other edits. ![]() When sculpting a landscape in Unreal you typically use a destructive workflow - each brush stroke overwrites the landscape state and all the strokes bake into a single shape.
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