Terrains and Landscapes in Un real Engine 461
To apply the Walkway static mesh to the spline, we first selected all of its seg-
ments by clicking on the Segments button in the L andscape Spline sectio n
of the Details rollout. We then added one mesh slot (element) to the Spline
Meshes section and assigned the walkway mesh to this element. Now our spline
has a renderable static mesh that looks like a walkway made o ut of cobblestones.
ADJUSTING THE SPLINE AND FINAL TOUCHE S
After ap plying our static mesh, we fou nd a couple of issues in our spline that
needed final touches to finish it up. The first issue was with some portions of our
spline being buried under the landscape. This issue is caused when we adjust the
landscape to conform to the shape of our spline; som e areas will be raised while
some other will be lowered. D oing so m ight make parts of the spline to intersect
the landscape.
The fix for the issue of portions of the splin e b eing covered in the landscape is
easy. We just need to select the control points at either en d of the spline segments
that are covered under the landscape and raise them a little along the Z (blue) axis.
The next issue was due to the fact that when we applied the mesh to our spline
segments, the X axis of the mesh was au tomatically aligned with the Forward
Axis of our spline. We wanted the Y a xis of the mesh to align w ith the Forward
Axis of the spline. The fix for this issue is also rather easy. In the Landscape
Spline Meshes section of a spline’s deta il rollout, there is a property called
Forward Axis. We simply need to cho ose the axis from the original mesh (e.g.,
the Y axis) to assign to the Forward Axis here.
Finally, we adjusted the UV tilings of the TexCoord material expression in
the M_Walkway_CobbleStone material to make the bricks look a little bigger
on the walkway. We used the value of 0.5 for both UTiling and VTiling in the
material editor.
ADDING A JUNCTION
In the final p ortion of our tutorial we added a jun ction to our walkway. The
process involves two very easy steps. In the first, we will have to select one
control point (or segment) from which we would like to fork the road. Once the
location for the junction is selected we can add new segments to our road by
simply pressing the Control key and Left-Clicking on the landscape.
In the second step, we will Shift+ Left-click on each n ewly added seg-
ment to select them. We then press the Only Selected button under the Deform
Landscape to Splines to make the landscape confo rm only to the newly
added segments of our spline. We will then go through anoth er cleanup p rocess
if some portions of the newly added segments got buried under the landscape.
Looks like our humble landscape is shaping up nicely. There are just a couple of
more things we ne ed to do to have completed our journey outdoors. It would be great
if we could add a river to the bottom of the valley in the landscape.