Hello. Welcome to this lesson in Unreal Engine. In this lesson, we will learn how to create landscapes and landscape layered materials in Unreal Engine. First, create a new project. We'll select "Games", the "Blank" template and make sure you select "Starter Content", make sure that's checked on. We will need the extra content for this lesson. Search for the folder you wanna save your project into. And we'll name this project "Intermediate" and we'll be using this project for the remainder of the course. Click "Create". Create a "New Level". We'll make this level "Basic", this way we could include the lighting. We'll delete this floor object. We'll save this level, "Save Current Level As", navigate to your content folder, right-click, create a new folder, name it "Maps", and we'll call this level "Landscape". Before we create the landscape, we'll first build a custom landscape material that'll allow us to paint details such as rocks and grass, using layers. Create a new folder in the Content Directory and name it "Materials". Open that folder up, create another new folder. Name that "Landscape". Open the "Landscape" folder, right-click and create a new material. We're gonna name this "M_Landscape". The M designation's for materials and it's a standard formatting for naming materials and other things in Unreal Engine. Double click the material, to open up in the Material Editor. Notice Material Editor has its own Content Drawer. For our landscape example, let's search for sand and drag the "T_Rock_Sandstone" diffuse and normal map, into the material graph. So open the Content Drawer. I'll go to Starter Content. I'll search for "sand" and there's the "T_Rock_Sandstone". I'm gonna drag in the diffuse texture, as well as the normal map texture. And I'll just organize those a little bit. Now we want a grass texture. So we're gonna search for "grass". And I'll drag in a grass diffuse texture and the grass normal map. I'm gonna keep them all grouped together, sort of a category they're in. So it's easy to recognize them. Next we wanna blend these all together and to do that, there's a special layer blend, called the "LandscapeLayerBlend". You're gonna right-click, search for "landscape" and select "LandscapeLayerBlend". At the moment, the layer blend has no nodes and no layers assigned yet. We need to add some layers to this. To do that, in the Details panel, click the plus next to Layers, to add an element. And we'll click it a second time for our two layers. To rename them, twirl open, go to the Layer Name. By naming the layers, they can be identified in the Landscape Editor. We'll name this layer "SandStone". I'll scroll down, open the other layer and rename this "Grass". Notice now on Layer Blend, the layers are named. But we need two groups of Layer Blends, so we're going to select it. We're gonna select the Layer Blend node. We're gonna hit "Control+D", duplicate. And by the way, in Unreal Engine 5, that's an updated function. Now we're gonna wire our diffuse into the top Layer Blend. That's my diffuse sand, my diffuse grass and the output of that blend, will go into our base color. And now we'll take the normals and we'll wire those into the bottom blend. And then we'll take the normal out, the normal channel. Because it's landscape, we don't want it shiny. So let's fix that by hitting one, clicking in the graph, that'll give us a scalar one node. We'll drag that into the Roughness and in the Details, we'll change the Value to one. Now click "Save" and exit the Landscape Editor. Now we'll create our landscape. So in our modes menu, we'll go to the Landscape menu. We want to "Enable Edit Layers". We also wanna edit material, well, the material we just made, this is in our Content Drawer. Go to Content. You might need to cross out the search. Go to "Materials" folder, "Landscapes" folder, and here's our "M_Landscape". So now click "Create". Once your landscape is created, you will now be in the Sculpting tab. In the view port, add a Cube. We use this as a reference point. We'll go to Bookmarks, Set Bookmark, Bookmark 1. This will be our close-up bookmark. We'll scroll out using the scroll wheel. We'll come out a ways, so we can see most of the landscape. Go to Bookmarks, Set Bookmark, Bookmark 2. So now one gets us close, two gets us far away. Open the Paint tab and under each material layer, click plus and select Weigh Blended Layer. Click "Save". Then under the grass, same thing, click plus, Weigh Blended Layer and click "Save". Now by default, the landscape's gonna be painted with the sandstone layer, being that's the top layer. So I select grass, I could actually start painting in the grass layer. I'll hit one, to go to my bookmark, get in closer and I can paint in grass. If your brush is too big, you can change it, by changing brush size here, or you can hit the bracket keys. The bracket keys are located next to the P key on the keyboard. Left bracket makes it smaller and right bracket makes it bigger. If I wanna go back to my sandstone layer, I can draw on paths, different areas for my sandstone and grass. Now click the Sculpting tab or Sculpt tab. There are several sculpting brush types and functions. We could click and drag with left-mouse brush. This will start adding detail to our landscape. I'm gonna make the brush larger, by hitting the right bracket. And we'll just make some general landscape in the distance. And right here on the outer edges, I'll just try drawing some landscape. If I hit the Shift key, that'll actually remove some landscape material. Let's explore a few more brush types. The noise brush, will add some randomness to the landscape. This will give you a series of hills and valleys. The smooth brush, as its name implies, will smooth out your landscape. So using the flatten brush, and I'll make my brush a little smaller, will flatten an area out, such as a plateau. So let's save all. We'll actually go back to our Select mode and we will Save All. In the next lesson, we're gonna learn how to add Quixel Megascan assets to our landscape, in Unreal Engine. Thanks for watching.