So far I’ve got everything working great in our game using plugin, but only recently during an optimization pass on our textures/meshes did I come to realize that the terrain heightmap being used to control the height of the waves near shore is way too big.
The steps I’ve taken to incorporate our heightmap is to select the landscape, export the heightmap and import it into the content browser, then apply it to the appropriate slot in the actor settings. However, the size of the exported/imported heightmap is 4081x4081, and takes up around 65mb of texture memory, so it’s by far the most expensive texture asset in our game and takes up a large portion of our texture budget. It’s set to not have any MIP maps by default when used with the plugin, so I can’t make use of the LOD bias to reduce the texture memory load. So based on that, I just tried to manually drop the texture size in photoshop down to 2048x2048 and reimported that into the editor, but upon saving and then reopening the editor the waves no longer get reduced based on the heightmap, so basically the terrain heightmap isn’t working anymore with the lower resolution texture.
Tried just about everything I can think of to get texture memory size reduced to something more appropriate but so far I haven’t had any luck.
Is there anything that can be done to solve ? Does the terrain heightmap texture need to be very specific depending on the terrain size? It doesn’t seem like it would really need to be all that high resolution to get the results I require as my shoreline is pretty smooth and isn’t highly detailed. Any help would be greatly appreciated as heightmap texture is really hogging a lot of the texture memory budget for our game lol ![]()
Thanks! Keep up the great work, project keeps looking better and better every time I come back to see the progress ![]()