Im currently building an asset that features both a landscape and road driven by a curve input.
I have this set up inside ue4 and as far as it goes it works great . .. What id like to do next is output a mask map to mask out the edge of the road in the UE4 grass tool …
The idea being that as I edit the curves for the road in ue4 , all i need do is press the a button and save an updated mask map to disk ( and then manually reload the map file into the material ).
This splat map would be outputted from the heightfeild_output node in houdini.
So This is easily done in my digital asset from within houdini .. ..
I have it set up and it works ..
However In UE4I cant get the heightfeild output node to work ..
I tried setting up the save to disk and file output name in my digital asset parameters .. but no success ..
The digital asset parameters work fine when loaded in houdini (save to disk etc) but not in UE4.
Is this simply not possible or is there something specific i need to do .