I’ve created a map from Gaea and imported it into UE5. However, due to the size of the map, I get these jagged edges.
Is there an easy way to remove them? using the landscape smooth tool and setting the brush size to max (by manually typing in a bigger number you do reach a limit) it is still tiny compared to my map and my pc just dies. These were my import settings:
If I made sections per component 2x2 then my laptop would just freeze importing and crash (6800H, 16 GB RAM, 3060. If it would make a big difference I do have a PC: 5950x, 32 GB RAM, 3080. I just work on my game when I have time which is normally lunch at school so that’s why it’s on my laptop)
My theory for the solution (It’s probably wrong) Is if there is some sort of antialiasing that UE can do to the height map and make the points curved instead of straight it could make it look smoother.
Any help would be appreciated!
Heightmaps are NOT art work.
You cannot filter/alter them the same as you would an image.
Also you shouldnt alter the scale settings unless you know what you are doing. With a value of 61.decimal places i seriously question your knowledge of it and related setting of this value.
Third. The maximum size for a heightmap or any engine file is usually 8k.
You exceeded that by its double. And if you were able im guessing the heightmap is probably not in png16 format (but the engine could have changed to allow bigger files - however thats why your computer melts).
Fourth.
2x2 vs 1x1 = number of total components = draw call count per tile = performance.
2x2 is less calls. Usually better for flat terrains.
1x1 is more. Could allow for more culling in steep canyons.
I followed a tutorial importing landscapes from Gaea to UE and it said to multiply the size of the map in Gaea’s export settings (for me it was 10,000) by UE’s default of 100 and then divide by the resolution of the height map. As for your third point, I was under the impression that better resolution meant more detail so that’s why I exported it at 16k. And now your 4th point, is there then a reason it was freezing and crashing when the components were 2x2?
Also, do you know the settings I should use to make the landscape smooth?
I dont think you are using a good export file.
If you were, the results would be identical to what you see in whatever editor you are using - in this case Gaea.
Unreal works with individual tiles for larger worlds, so a map of 10,000 units or just about can probably be split up into 4 smaller tiles of around 4k each.
Again - the files that any program allowing you to edit the terrain exports are not images. Can’t stress this enough.
You cannot just edit them to cut them up in anything. You have to use a specific program that supports 16bit format.
Landscape detaile is essentially locked to one vertex per meter.
Changing scale of x/y changes this so you can do things like 1 vertex every 50cm instead (at 50% scale). This generally leads to performance degradation.
Again. The heightmap not being an image, means that resolution of it is unimportant. A pixel is the data of the height. The amount of pixels doesn’t really change the quality or distribution of said data.
Probably overstressing the GPU with the scale value you selected. Hard to know. 8k tiles aren’t suggested for regular systems.
A 3060 isn’t horrible with likely 4gb.
However your heightmap alone is around 1GB or close to it probably, and the engine doesn’t really do well with files over 8k in size even when you custom modify source to handle them for VT.
No. But start from scratch by exporting the proper size file and importing it into the engin in the proper way.
If you want performance the first thing you ought to do is create 4 landscapes tiles (all at the same size) and benchmark your scene cost when placing the camera/player at the nexus of the 4 tiles.
Play with changing different tile sizes and find the configuration that best works with your system - move on from there by importing the actual heightmap and materials into it.
Once you reach that spot, if you are still getting jagged edges and issues with the file you exported, then you should get back to the forums to debug further.
Chanches are that withe a proper export you won’t have any issue though.
Hi. The reason that the imported heightmap is jagged is because its setting is in 8bit. In order to have a smoother import it should be in 16bit.
Check out this guy. He really explained it in detail. You’ll pick up a lot of learnings too!
UE4 Heightmap Guide: Everything You Need to Know About Landscape Heightmaps for UE4