Importing landscape from Blender and adding 3rd person UE default character

Hi, I’m new to UE4. I know the basic navigation in UE4… but I’m having a little problem on the given issue. I have modelled a mesh in blender … a landscape mesh to be precise. I want to import it to UE4, with lights and everything (I know I have to use .fbx format) …

But then I want to add the UE default 3rd person mannequin on that landscape. A few weeks ago, I was able to import the landscape (which I have now forgot) … but my 3rd person character kept falling out of the landscape… as soon as I hit play.

Any help would be appreciated. Let me know… if you need more information from my side.

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You have to enable collision on the landscape. Unfortunately, because your landscape is a static mesh, this will probably be very expensive because it will result in a very complex collision mesh.

I’d recommend not importing a landscape as a static mesh. The way to do it is to bake your landscape in blender to a height map, then importing it using UE4s landscape tools. UE4 landscapes are far more efficient; they have built in LODs, and can offload sections that aren’t in view.

how do I enable collision on my landscape? I know about height maps as well as LoDs in general… but I do have a small doubt about the baking process here. How do i convert my landscape into a height map efficiently… without loosing the finer details? Can you point me in the direction of a good tutorial?

Here is a quick example from google.

The way to avoid losing the finer detail is to make the height map very high resolution. I usually do my large height maps in 4K but sometimes you can go higher. Unfortunately, you are going to lose some detail and it’s inevitable. Remember that you can always go sculpt the landscape in editor to try and bring out any detail you might have lost.

Here is some important documentation. If you follow their recommended landscape sizes, you’ll avoid a lot of issues. Be sure to read all of it.

thank you for your help, for now I will mark it solved.