Actually, I thought there was a way to not add the only textures to a new material, but simply use the finished material instance. But neither Youtube nor ChatGPT could help me.
It is clear that the _ALB is connected to the Base Color, _NRM to Normal. But that’s where it ends.
Where are the _H, _RMH, or _M connected? The documentation is also rather… “look what’s in there”
_ALB = Albedo/Base Color map.
_NRM = Normal map.
_H = Height map.
_RMH = Roughness at the R channel, Metallic at the G channel, and Height at the B channel.
_RMA = Roughness at the R channel, Metallic at the G channel, and Ambient Occlusion at the B channel.
Using height maps is not as straightforward in UE5 as it is in UE4. The rest can be connected directly.
The most important maps are the Base Color, Normal and Roughness.
So the main maps you need are _ALB, _NRM, and RMA which has Roughness at R.
Metallic is rarely used with landscapes. Ambient Occlusion can be used to add some nice details depending on your use case and quality of input map.
If you are using UE 5.0 > 5.3, you can use the Virtual Heightfield Mesh plugin to utilize the height map, if you’re using 5.4 you can use the map directly.