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Basic setup

This guide expands the Quick Start into the full step-by-step. It covers both an existing landscape and a brand-new one.

  • Unreal Engine 5.6 or later.
  • APLM installed in your project (or in your engine’s Marketplace plugin folder).
  • A landscape, or the intent to create one.
  1. Open the level that contains your landscape.
  2. Click the landscape actor to select it.
  3. In the Details panel, find Landscape Material.
  4. Assign M_APLM (the master material) or one of the shipped Material Instances such as MI_MountainLandscapeMat.
  5. Wait for the material to compile. The landscape will swap to APLM’s surface.

That’s everything for the existing-landscape path. The automatic angle and height blending starts working immediately. If you want to paint biome layers on top, jump to Painting layers.

  1. Switch to Landscape Mode from the toolbar (or Shift+2).
  2. Open the New tab.
  3. Enable Edit Layers at the top of the panel.
  4. Assign M_APLM (or a Material Instance) to the Material slot.
  5. Confirm each layer info is bound to the matching layer:
    • Auto_LayerInfo to Auto
    • EraseGrass_LayerInfo to EraseGrass
    • Grass_LayerInfo to Grass
    • Mud_LayerInfo to Mud
    • Snow_LayerInfo to Snow
    • Cliff_LayerInfo to Cliff
    • Gravel_LayerInfo to Gravel
    • Beach_LayerInfo to Beach
    • One Biome*_LayerInfo per biome row (Tundra, Boreal Forest, Desert, and so on).
  6. Set landscape size if needed (defaults are fine for a test).
  7. Click Create New.

The landscape spawns with M_APLM already assigned. No further wiring required.

  1. With the landscape selected, switch to the Paint tab in Landscape Mode.
  2. Pick a brush type (circle, star, ring, or single-cell), set Brush Size and Brush Falloff.
  3. In the Layers list, click a layer to make it the paint target. Common choices:
    • Auto: paints with APLM’s automatic blending logic across the brush area.
    • A biome layer (BiomeTundra, BiomeDesert, and so on): forces that biome on the painted area.
    • A base layer (Grass, Cliff, Gravel): forces that base material.
  4. Paint. Combine layers freely.

Auto Layer is the fastest way to dress a level. The other layers are there when you want to override the automatic choice for a specific area.

Once M_APLM is assigned and Auto is painted, the material handles the following without input:

  • Cliff appears on steep slopes (driven by landscape normal).
  • Gravel appears as a noise-blended transition layer near cliffs.
  • Snow appears above the configured SnowHeight Z value.
  • Beach appears below the configured BeachHeight Z value.
  • Grass fills the rest of the unpainted area.

Tune the thresholds with the special parameters on the Material Instance.