add_landscape_layer_blend_node
Build a multi-layered terrain material by adding a layer blend node with one input per layer name, enabling grass, rock, sand, and snow to coexist; names must match registered layers.
Instructions
Add the LandscapeLayerBlend node that makes a terrain material multi-layered, pre-populated with one input per name in layer_names (weight / alpha / height blend). This is what lets grass, rock, sand and snow coexist on one landscape material, and the layer names must match the ones registered on the terrain with add_landscape_layer or those inputs read zero weight forever. The node is created with its layer inputs but nothing feeding them -- wire each layer's texture chain with connect_material_expressions, then compile_material and check get_material_stats.
Returns: { material_path, expression_id, layer_count, layers: [{layer_name, blend_type}] }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| pos_x | No | Editor graph X position (default -800) | |
| pos_y | No | Editor graph Y position (default -200) | |
| blend_type | No | Optional "weight" (default) | "alpha" | "height" for the layer blend enum | |
| layer_names | Yes | List of FName layer names to add (in order). Each becomes a FLayerBlendInput with LB_WeightBlend. | |
| material_path | Yes | Asset path of the target UMaterial (e.g. /Game/Materials/M_Landscape) |