Description
Documentation | Discord | Video | Demo
[UE4 based] Fully customizable Advanced Automatic Landscape Material
Give a UE4 landscape a consistent material setup without painting every slope by hand. This Automatic Landscape Material combines altitude and slope rules with configurable beach, snow, grass and manually painted layers.
Key Features
Automatic terrain layers
- Altitude zones: divide the landscape into low- and high-altitude material regions.
- Slope layers: configure a base, slope and secondary slope for each altitude region.
- Beach and snow: adjust their appearance to suit the terrain.
- Grass foliage: configure several grass layers with altitude and slope rules.
- UE4 tessellation: use the supplied displacement option in its UE4 workflow.
Manual control and materials
- Painted layers: use WaterSoil, Path, CustomLayer_01 and CustomLayer_02 alongside automatic coverage.
- Layer parameters: tune up to approximately 40 variables per layer.
- Material instances: create an instance of the master and adjust the exposed settings.
- Virtual textures: use the built-in Runtime Virtual Texture path where appropriate for your project.
Quick setup
Create a material instance, assign it to the landscape and create the weight-blended auto-material layer in Landscape Paint. Let the material compile, then adjust the altitude, slope and layer settings.
This is the UE4-based landscape product. Use the linked video to review its specific workflow.
91 reviews for Auto Landscape Material v2
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Frequently asked questions
Why Hyper?
The strongest public modular Unreal Engine framework available at this scale
Most studios keep tools like this internal. Hyper makes a serious technical foundation available to solo developers, indies, and teams.
Built from 75,000+ hours of Unreal Engine work
System design, Blueprint architecture, multiplayer patterns, documentation, testing, integration, iteration, and real production problem-solving.
Systems designed to work together
Inventory, crafting, equipment, interaction, UI, combat, attributes, multiplayer, AI, quests, dialogue, maps, progression, survival systems, environment tools, performance helpers, and more can all live inside one larger ecosystem.
Working systems with source
Hyper gives you functional systems, a modular structure and documentation, with source you can extend for your own game.
Architecture you can extend
Hyper is built around scalable architecture: gameplay tags, structured data, child Blueprints, clean overrides, reusable components, and clear project boundaries.
Start fast, grow cleanly
Build on the included systems, replace visuals, adjust data, create child Blueprints and connect features without rebuilding the same foundation from scratch.
Want to learn more about the Hyper ecosystem, architecture philosophy, workflows, and developer behind it? Read more here and get started (https://gamesbyhyper.com/docs/getting-started/start-here/).
Is this the same product as Auto Landscape Material V4?
No. This is the original landscape material, created for UE4 and kept as a separate product. The newer Auto Landscape Material V4 (https://gamesbyhyper.com/product/hyper-auto-landscape-material/) and Environment Building Toolkit (https://gamesbyhyper.com/product/environment-building-toolkit/) are separate products.
Can I change the landscape layers and foliage?
Yes. Configure the material instance to adjust slopes, altitude layers, snow, beaches and grass placement. This original product also has manual paint layers. Its tessellation feature is for UE4.
Compatibility and file information
- Development platforms
- Linux, Windows, macOS
Versions and compatibility
| Version | Release | Unreal Engine |
|---|---|---|
| V2V2 UE5.3. Release: V2. | V2 | 5.3, 5.4, 5.5 |
Implementation and interaction
- Modular / extensible
- Yes
- Multiplayer ready
- Yes
- UI components
- Yes
- Input methods
- Gamepad, Keyboard, Mouse
- AI gameplay features
- No
System setup
- Engine basis: UE4-based landscape material; tessellation/displacement described here is the UE4 feature.
- Layers: automatic altitude/slope coverage with additional manually painted layers.
- Configuration: material instances with exposed per-layer parameters.
- Rendering: optional Runtime Virtual Texture workflow; performance depends on the scene and configuration.
Documentation | YouTube | Discord
Documentation, videos and Discord are public. Verified buyers can use the support forums.
Cody325M –
Review from FabI haven’t thoroughly tested this, I’m exploring options, but I want to make a note of performance. Right out of the gate, I’m getting max FPS, Game: 6.4 to 7.4ms and GPU: 2.3 to 2.8ms, and just under 3Gb ram. That’s amazing! There’s no trees, which helps. It looks great and has wind. I’d probably color-match the landscape, increase the culling/fade, and/or turn off the some of the grass shadows, bc the pop-in of the grass shadows is too noticeable. Overall, this is a solid base! UE5.2, Ryzen5600, 4070Ti
olblue –
Review from Fab#olblue7675 also known as Cris or Olblue – where is the autolandscape documentation?
xKoiFish –
Review from Fabreally great and usefull asset to have 10/10 recommend also can i get verified KoiFish#5107
Bikks –
Review from FabI am extremely happy with this system, i can build my lands in minutes and it is so easily customizable. Thank you!
Rodzilla4269 –
Review from FabI’m trying to get verified, can you help? Rodzilla4269#6995