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Introduction

Errant Landscape radically improves the process of creating large landscapes in Unreal Engine.

The typical workflow requires baking a landscape in an external program and then importing it to Unreal each time a modification to the landscape is made. This is a slow process that also prevents concurrent authoring.

Errant Landscape, on the other hand, allows modifying the landscape directly in the Editor, in real-time, in a concurrent and non-destructive manner.

Key aspects of Errant Landscape:

  • Performance - allows for real-time landscape editing on even the largest of maps, GPU accelerated, highly optimized, supports thousands of brushes on a single map
  • Quick iteration - brush editing is done directly in the Editor which means working with the full context (game objects, textures, etc) and not wasting time on exports/imports.
  • Non-destructive workflow - each part of the world can be changed at any time - entire mountains can be moved/scaled/rotated months after they were originally placed
  • No runtime cost - all the brushes are baked into the standard Landscape and have no runtime cost
  • Concurrent editing - multiple artists can be editing different regions of the landscape at the same time
  • Advanced weightmap blending - when overlaying multiple brushes on top of each other, combining their weightmap influence becomes a challenge. Errant Landscape provides tools that allow users to customize the blending logic.
  • Seamless integration with Biomes - brushes can affect Biomes and weightmaps which means that any changes made to the landscape are instantly reflected in the Biomes that cover it.