How to corrupt your landscape

When adding a Landscape as a actor in matinee, which makes it possible to animate its materials in matinee, the Landscape mobility settings will also be changed to moveable. But there is no mobility setting, at least not exposed in the editor, yet it gets changed and no lightmap rendered anymore for it. So you end up having no lightmap rendering anymore for it and there is no way to change it back. But you can now animate the materials including the landscape spline mesh materials but because of that issue that is not a solution for that problem: Animate Material with Matinee (on Spline Mesh) - Rendering - Unreal Engine Forums

Hey Davision,

What do you mean by animate your landscape materials? Are you talking about the topography or the material and its parameters? If you wanted to do this, you would set up material parameter collections so they have the ability to change during runtime.

If you are attempting to edit something at runtime that is using lightmaps, it makes sense the lightmaps are discarded or ignored because they are static shadows and lighting which cannot be changed at runtime.

Regards,

In Matinee you can choose Add New Float Material Parameter Track which works without any Material Parameter Collection but you also have to reference all the objects in the world that use that material.
Changing a parameter of Material Parameter Collection instead doesn’t work.

The bug with the terrain is this:

  • Open a Matinee
  • Select your landscape
  • Make a group and rightclick on it
  • Actors/add selected actors
  • The landscape is now a dynamic actor (moveable) and can’t be changed back to static. With the result that you can’t have any lightmap rendering anymore.

Although you have the ability to add the Landscape Actor to the Matinee, the workflow suggested and that works best is geared more towards a combination of Dynamic Materials being controlled through Blueprints. You can still use the Matinee to drive the controlling execution of the changing materials on your landscape, but keep in mind that if you are editing the materials of your landscape with lightmaps already applied, you will get weird results as changing the color of your surfaces affects the direct and indirect lighting.

You essentially create and call an event within Matinee that triggers the blueprint functions/events to change whatever dynamic materials or parameters you would like through the Level Blueprint or Blueprint Class.

Using this in combination with Timelines is the workflow that is moving to the forefront and Matinee is becoming less of a factor. Material Parameter Collections, Timelines, Custom Events, and Material Instances are the suggested workflow when editing the things you have mentioned at runtime.

But matinee has many great features and timeline is just barebones math with 2D curves represantation!
To elaborate:

  • matinee has realtime preview in the level, including sounds, materials, camera etc.
  • matinee lets you animate movement,scale,rotation by using the level editing tools in the level while in timeline you have just numbers/2d curves
  • matinee lets you see movement paths of your animation in the level
  • matinee lets you easily animate several things together because you can actually see what you doing
  • matinee is quick on the manipulation level while timeline is slow just on the numbers level and you have to do the actual manipulation in blueprint
  • Matinee has more curve editing tools

To me it is clear that Matinee is much better then timelines. The only advantage I can see in timelines is that it is very versatile because it just numbers and you can do the rest in Blueprint. But matinee could just allow for float, vector etc. tracks that output numbers and be integrated in Blueprint properly and timelines would be obsolete. Having to place matinee as a actor never meant sense anyway. That was also better in UE3, were you had it all in Kismet and material animation was no problem.

Any chance that matinee moves to the forefront instead, in front of those tiny barebone timelines? :slight_smile:

We are working on a very similar feature called ‘Sequencer’. We will not be getting rid of matinee, but the workflow integration is not a current focus as we are moving to a more compatible and versatile system.

Sequencer

Take a look at this forum thread which has some really great discussion on the direction of the is feature.

Regards,

That looks really nice! Well, I hope it not too much made around for cutscenes. Certainly looks very video editing like. Comes down to how good it works together with other parts like blueprint I guess, so it will also be easy to make gameplay related things.

I have ran into the same issue.
However, I noticed that you can simply copy the landscape, and paste it into a text editor like notepad, and replace all “Mobility=Movable” with “Mobility=Static”, then copy it back into the ue4 editor, and the problem should be solved.