rdSplatTools Tutorial 2.2 – Fences and Fields

Last Updated: 8th September 2026
Tutorial created using rdSplatTools version 1.00


Another use for the rdSplatTools SplatMaps is to constrain movement – they can be used as “Fields”, where an NPC can wander anywhere on that mask, or as “Boundaries” where an NPC cannot cross. The tutorial creates some simple AI, which are just cubes moving in random directions, constrained in either Fields or Boundaries.


Step 1. Create a Basic level and add a simple landscape

Add a new level from the Basic template, delete the Floor and create a default landscape.


Step 2. Paint a field in one layer and an empty shape in another layer

Switch to the rdSplatTools Edit mode and paint a filled in area for a Field with the first layer.

Add another layer via the Masks section in the details panel and paint an empty area which will be the Boundary layer, these can be thinner, just enough that any potential movement would fall into the painted area.

Save this as a new DataAsset, then exit back to Selection Mode.


Step 3. Create the Random Field NPC BP

Create a new BP based on Actor, add a Cube mesh component and create a new function called “MoveRandom”:

Add this code to the Tick:

Add some of these to the level within the field painting.


Step 4. Create the FencedNPC BP

Create a new BP based on Actor, add a Cube mesh component and add this code (note the difference is it is reading from layer 2 and tests if the value is 0.0 rather than 1.0:

Add some of these in the area within the fence.


Step 5. Load the Splatmap in the Level Blueprints BeginPlay

Open the levels BP from the toolbar and add this code to the BeginPlay event. The Asset is the Splatmap you created in Step 2.


Step 6. Done – Play the level

That’s it, just play the level and watch as the cubes are constrained to their splat map masks.