set_landscape_material
Assign a landscape's render material by asset path; it propagates to all LandscapeStreamingProxy actors, so you don't manually update each proxy on World-Partition maps.
Instructions
Dress the terrain: assign the landscape's render material (and optionally its hole material) by asset path. Does MORE than the name suggests and that is the point -- it PROPAGATES to every LandscapeStreamingProxy, which is what actually renders on a World-Partition map, so you do not have to walk the proxies by hand. Consequence to budget for: it dirties one package per proxy plus the landscape. Idempotent (re-assigning the same material returns already_set), and the shader recompile is async even though the assignment is immediate. Do not trust material_assigned as the oracle -- re-read with get_landscape_material and spot-check a proxy's own landscape_material.
Returns: { landscape_name: string, material_path: string, material_assigned: bool, already_set: bool, hole_material_path?: string, hole_material_assigned?: bool, note: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| material_path | Yes | Asset path of the UMaterialInterface (e.g. "/Engine/EngineMaterials/WorldGridMaterial") | |
| landscape_name | No | Optional landscape actor name, defaults to first found | |
| hole_material_path | No | Optional asset path of the UMaterialInterface used for components with holes |