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.
Prerequisites
Section titled “Prerequisites”- 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.
Path A: existing landscape
Section titled “Path A: existing landscape”- Open the level that contains your landscape.
- Click the landscape actor to select it.
- In the Details panel, find Landscape Material.
- Assign
M_APLM(the master material) or one of the shipped Material Instances such asMI_MountainLandscapeMat. - 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.
Path B: new landscape
Section titled “Path B: new landscape”- Switch to Landscape Mode from the toolbar (or
Shift+2). - Open the New tab.
- Enable Edit Layers at the top of the panel.
- Assign
M_APLM(or a Material Instance) to the Material slot. - Confirm each layer info is bound to the matching layer:
Auto_LayerInfoto AutoEraseGrass_LayerInfoto EraseGrassGrass_LayerInfoto GrassMud_LayerInfoto MudSnow_LayerInfoto SnowCliff_LayerInfoto CliffGravel_LayerInfoto GravelBeach_LayerInfoto Beach- One
Biome*_LayerInfoper biome row (Tundra, Boreal Forest, Desert, and so on).
- Set landscape size if needed (defaults are fine for a test).
- Click Create New.
The landscape spawns with M_APLM already assigned. No further wiring required.
Painting layers
Section titled “Painting layers”- With the landscape selected, switch to the Paint tab in Landscape Mode.
- Pick a brush type (circle, star, ring, or single-cell), set Brush Size and Brush Falloff.
- 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.
- 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.
What happens automatically
Section titled “What happens automatically”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
SnowHeightZ value. - Beach appears below the configured
BeachHeightZ value. - Grass fills the rest of the unpainted area.
Tune the thresholds with the special parameters on the Material Instance.
Where to next
Section titled “Where to next”- Biome materials vs base materials: what each layer type is for
- Creating your own Texture2DArray: swap in your own surface textures
- Authoring a custom biome: use the three
BiomeCustomslots - Driving seasons from Blueprint: wire up
MPC_Seasons