sant0s81 Posted November 4, 2020 Share Posted November 4, 2020 (edited) Hey all Since someone in Discord asked about uproperty, I am trying to find information about that topic - and there are actually not that many informations. Lets say I wanna apply a material with Landscape Grass Type to a heightfield: Adding the material to the heightfield is straight forward by creating an attribute with unreal_material and the reference path in the string field. But when I have a LandscapeGrassOutput and a LandscapeLayerSample - how would I use unreal_uproperty attribute to talk to that nodes? When I check the LandScapeGrassType, I have arrays to add variations. So my thoughts are that I have to use something like unreal_uproperty_density(2) to comntroll the density of array 2 (or actually 3, starts with zero). But yet I dont know, how I than could talk to the LandscapeGrassOutput and LandscapeLayerSample in the material. When creating HF Scatter variations, I can use merge and an attribute with "weight". I guess, something like that could be a direction? Maybe someone has experience in that? Thanks alot, sant0s Edited November 4, 2020 by sant0s81 Quote Link to comment Share on other sites More sharing options...
sant0s81 Posted November 4, 2020 Author Share Posted November 4, 2020 Here is a theory how it could work - yet I have no Idea, how to talk to a parameter inside a material in UE4. Quote Link to comment Share on other sites More sharing options...
sant0s81 Posted November 6, 2020 Author Share Posted November 6, 2020 (edited) quick update, got an answer from SideFX: Quote The application of generic uproperty attributes to landscapes is currently not supported. I have logged this in our database as RFE So, finger crossed its coming one day Cheers, sant0s Edited November 6, 2020 by sant0s81 Quote Link to comment Share on other sites More sharing options...
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