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Using Splines to shape Stamp Brushes

Splines can be used to shape Errant Landscape Stamp Brushes. This feature provides you with more control over the brush shape, making it easier to create elements like rivers and mountain ranges.

Setup

To set up a spline-shaped stamp brush:

  1. Go to the Stamp Brush Details panel.
  2. Change the Shape property to Spline.
  3. Select the appropriate spline component in the Spline Component property under Spline Params.

The spline component can be in any actor; it doesn't have to reside in the same actor as the stamp brush component.

tip

For easier manipulation, it's generally more convenient to place the spline component in the same actor as the stamp brush component. This allows you to move them together as a unit.

Spline Static Mesh Component

One common application of splines in Errant Landscape Stamp Brushes is the creation of rivers. This often involves generating a water surface above the riverbed.

Errant Landscape includes dedicated components to create meshes from splines. These components use the same shaping logic as the stamp brush, ensuring consistent results.

tip

Although the Spline Static Mesh Component is part of Errant Landscape, you can use it with any spline-based project. It is shared as part of the plugin to maintain consistency between the brush and mesh shapes.

Moving Static Mesh

By default, the Errant Landscape Spline Static Mesh Component automatically moves the mesh location to align with the spline. However, you may need to manually adjust the mesh position to better integrate it into your environment.

To disable the automatic positioning, toggle off the Auto Move to Spline Transform property.

tip

If you keep the Spline Static Mesh Component in the same actor as the spline, it will be easier to move them together without encountering transform mismatches.

Common Issues

  1. Editor-Only Actors: Our brush actors are editor-only by default. If your static mesh resides inside such an actor, it won't be rendered in the game. Change this behavior by toggling the Is Editor Only Actor property in the actor settings.

  2. Collision Settings: Generated meshes include collision detection by default. To disable this feature, navigate to the Collision Presets property in the component settings and select NoCollision.

  3. Material Slot Visibility: If you find that the material slot is not visible or accessible, try selecting another component temporarily and then switch back to the original component. This usually refreshes the interface and makes the material slot visible.