
Hyper Auto Landscape Material v3
Full automatic, rule-based landscape system for Unreal Engine 5.
Hyper Auto Landscape Material v3 automatically paints and sculpts large landscapes using robust rule sets so you can create playable, production-ready terrain quickly. Instances expose massive control for slope detection, secondary slopes, grass and foliage openings, texture overrides, runtime virtual texture support and landscape tessellation. The system produces physical output material channels for footstep systems and other surface effects, supports height-driven workflows (beach placement, automatic snow) and integrates with our dynamic weather system for snow, puddles and wind-driven blending.
Key features
• Rule-based automatic painting — fully automatic landscape paint and sculpt rules to remove manual paint workflows for performance (manual paint can be added if required).
• Slope detection & secondary slopes — precise slope/curvature detection to drive material transitions and placement rules.
• Landscape grass, foliage and opening placements — automatic placement and control for grass bands, foliage clusters and open/rocky spots.
• Open-spots mask with rock placement — define bare patches and automatic rock spawns inside those spots.
• Texture overrides & Runtime Virtual Texture support — high-detail blending with virtual texture workflows and explicit texture override rules.
• Landscape tessellation support — integrate tessellation where needed for high-detail areas.
• Physical output material channels — dedicated channels for footstep systems and other surface-driven gameplay effects.
• Height-driven workflows — beach placement, snow bands and other altitude-based rules for automatic biome effects.
• Integrates with Dynamic Weather — automatic snow, puddles and wind-driven material/placement blending.
• Designed for performance at scale — modern techniques and streaming-friendly workflows for large worlds.
• Integrates with PCG workflows — works alongside our Procedural Content Generation systems for consistent world dressing and runtime mesh swap workflows.
Technical Details
Future-proof design with ongoing updates
Clean, well-documented Blueprints with clear naming
Scalable systems for hobby to AAA-scale productions
Cross-genre ready (Action-Adventure, Open-World, Co-op, Survival, Horror, RPG, FPS, TPS)
Fully network-replicated for multiplayer support
Built for cross-platform use (tested on Windows)
Modular, component-based (drag-and-drop integration)
Data-driven setups using DataTables where applicable
Blueprint-only implementation where practical
Optimized for performance in multiplayer and large worlds
Trusted by developers across indie to large productions
Hyper's Modular Templates
Use Hyper's modular templates as flexible building blocks or combine them with other modular assets. Designed to support multiple genres like Survival, RPG, Shooter, and more.









