Very excited! But I have one question about materials: Are the current landscape materials compatible with the new mesh system
Very excited! But I have one question about materials: Are the current landscape materials compatible with the new mesh system
Why would they not be? it’s a mesh like any other mesh with vertex-normals, etc, etc..
Yes and no. Depends if you are reading landscape layers or using other landscape nodes in your material. If you look at the Material section in the KnowledgeBase post, there is information about how to use the MeshPartitionResource with MeshPartitionChannelSample node to use weight channels in your material. That would be the MeshTerrain equivalent of LandscapeLayers but more versatile.
Hey Etienne, this feature is a real gamechanger! Is it possible to make an early test for this feature? Is it available in a publicly accessible branch like “dev-editor” or so?
its in the main branch, Im using it right now, ue5-main
Hi! Thank you for this. Ive been testing this for the past day on the main branch, I have one thing that I cant figure out, I would love it if you could help me.
I succesfully made a rectangle terrain and sculpted it, but it doesnt seem like world partitioning is working on the terrain (I made sure that im in a world partition level). When I go to the world partition editor, I dont see any partitions. Also, I tried adding a transformer WPActor Properties Transformer to the WPD, but that didnt seem to work either.
Also, it seems to be treating the sculptable sections as partition regions somehow? As you can see in the image (i selected the top part of the lanscape which displays only the 6 sections in my selection). And in the image you can also see that there are no visible partitions in the partition editor (like they would normally be shown with the normal landscapes). Also when I test runtime gameplay, wp.Runtime.ToggleDrawRuntimeHash2D doesnt show any partitions either.
This is my WPActor Transformer:
And heres the MainPartition which the transformer is referencing:
Im not too familiar with world partitioning, so there might just be something simple that im missing.
Your setup looks fine from the screenshot. We see the individual base sections in WorldPartition.
In your MPD, how is your Platforms section configured?
Do you have your WPActor added there in Default?
You can also make sure you have CompiledSections generated under your MeshPartition actor. In the outliner filters you can turn on the “Show built mesh partition sections” flag.
Compiled sections will show up and gray/unloaded in the outliner.

If you dont have any go to the Build menu and do Build Mesh Partition.


Also if you are using the Default MPD (MeshPartitionDefinition)
There is already a WPActor Properties Transformer in the TP_DefaultCommonGameplayData.
Is there any plans to make the mesh partition material data work with material layers / blend layers?
This Plug-In looks amazing!
Is it possible to Edit the Mesh Terrain at Runtime like in the showcase with the Tree in “Adding Weight Channels“?
And is it possible to package this to a Final Game as Experimental Plug-In?
Will you be able to make planets using this plugin layering procedural noises and then spreading foliage using PCG on it?
Joining the questions about runtime generation: is it possible to create landscapes at runtime? Thanks!
Awesome. You cats are doing great work here, and in general the 5.8 release is shaping up to be quite a whopper!
Keep it up - very grateful for all your hard work!
i was wondering will this new terrain mesh system fix that gap between real world terrain tiles like hgt or dem terrain?
I wonder how far can this go with dynamic terrain. For now it looks like an old “edit in editor, static in game” thing. Am I right?
So mesh terrain only works with world partition levels? My project uses streamed levels, works better than WP for the need…is there any way to use multiple WP levels with seamless transitions like streamed levels could?
Hello and thank you for your work.
My question is: could you add VDM stamps support?
I think it would be very powerful and fit this new system very well.
No it’s editor only at the moment.
this is an incredible leap in tech, so first off thank you
i have a few questions about the materials this new system expects us to use , can we just slap normal material instances on this new mesh terrain? is there a material workflow for megascans materials that will work well in this new scenario and how does substrate with its layered bsdf play into the potential of the complexity we can build
i read the knowledge base back and forth a few times and seem to missing something with how to add the materials
i was surprised i didnt see a demo level in the engine folders like what came with the pcg biomes unless i also missed that
thanks again for the time you are taking to help us understand the beast you built
Oh, that’s sad. Then, unfortunately, I can not use it. ![]()
Are there any plans to make it available at runtime in the future?
If not, I’m gonna buy the Voxel Plugin, I think.






