Description
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Automatic landscape
Use this fully customizable Advanced Automatic Landscape Material for all your terrains.
Need to create a landscape?
- Create a child of the Landscape master material
- Select the material instance in the Landscape
- Go to landscape paint layer -> Create weight blend auto material layer -> Let it compile
- Configure your settings of the landscape to your liking!
Automatically add and configure:
- Beach
- Snow
- Divide your landscape automatically into low and high-altitude layers.
- Base, slope, and secondary slope layers. For low AND High altitude layers.
- Tessellation (displacement) (ue4 only)
- Automatic grass foliage (Multiple layers, also configure for different altitudes and slopes.)
Also add your own custom layer, preconfigured:
- WaterSoil_Layer
- Path_Layer
- CustomLayer_01
- CustomLayer_02
Each layer has up to ~40 configurable variables.
RVT:
The LandScape Material Master is in the beginning of the red in shader complexity due to all the possibilities. Not bad, but want to have nearly no impact at all but still have a photorealistic and very advanced landscape? No Problem! It is suggested to use the Virtual Texture feature. The use of Virtual textures is build-in in the Master Material. When this option is used, nearly no impact on the GPU at all (Green shader complexity)!
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, examples, 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. - Not a content dump
Hyper gives you working examples, modular structure, documentation, and patterns you can extend into your own game. - Made for serious projects, not just demos
Hyper is built around scalable architecture: gameplay tags, structured data, child Blueprints, clean overrides, reusable components, and clear project boundaries. - Start fast, grow cleanly
Use the included examples, replace visuals, adjust data, create child Blueprints, connect systems, and build toward your own game 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.
79 reviews for Auto Landscape Material v2
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Support, Community, and Documentation
- Public Documentation, YouTube, and Discord are available.
- Verified buyers can use the support forums for bug reports, data models, and peer help.
- Blueprint comments explain both how the system works and why key choices were made.
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