Devlog · tag
terrain
3 entries tagged “terrain”.
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Cut and Fill
An NPC dog in Unreal Engine 5.8 that slid along the pavement without moving its legs because SetAnimation in single-node mode loads a clip paused, a landscape hole cut with LandscapeVisibilityMask after the legacy hole material had crashed three editors, a stray hole punched by clicking the viewport with the Visibility brush armed, a road-gradient check that passed while the carved terrain had 13 m cliffs inside 28 roads, and eight autograss buggies built in Blender to the real rulebook.
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Carve the Water First
The river was solved as data outside the engine, then carved and built as water bodies - and the day's real lesson was ordering, because carving the channel re-graded the ground under a bridge that had been built correctly an hour earlier.
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Land Nobody Could Delete
Sixteen orphaned landscape tiles hovering about 41 m above the real terrain made a first-hit ground probe read sawtooth gradients of 131-213%, so the road tool rejected every route it was given; deleting them and teaching the probe to accept only landscape hits let the first T-junction be surveyed, levelled, carved, capped and marked the same day.