Dynamic Landscape using Render Targets | Technical Breakdown (Upcoming Project)

This is a work in progress post about an RTS game project that I am currently a part of. My goal was to make a dynamic landscape that could be changed based on what areas of the map the enemy team was in control of. It was a good opportunity to learn more about how to use Render Targets in Unreal, and how they can be influenced by actors in a level. I decided to take this to the extreme and not only show influence of the enemy team, but write actors that could draw paths between buildings that are close by, and easily erase materials that had already been drawn. For a more in depth breakdown, please watch both of my videos that are linked in this post.

Breakdown of dynamic landscape materials I made for a recent game project.  It is a work in progress.

Breakdown of dynamic landscape materials I made for a recent game project. It is a work in progress.

Breakdown on the technical aspects of the landscape.

High quality material turn-arounds.

Grass

Forest Floor

Dirt

Rocky Ground

Rocky Path

Sand

Stone Path

Goblin Ground (produced by enemy buildings in the environment).