Mesh Terrain/Mesh Partition 5.8

I have been trying to re-create a 24k x 24k map and it has been an ‘Epic’ failure so far. The import heightmap function works pretty good now with the official release if you stay under the 8192 size. Breaking up the map into 9 sections with 8Kx8K maps of (x0 y0, x1 y0, x2 y0, etc.) would work with a huge but… Import them and you can load them and unload them as long as you don’t change the x and y locations, but that defeats the purpose. Now if you try to import at 24kx24k heightmap, it will throw a triangle count error and ignore the import.

I know that this is experimental but it does espouse the ability of large maps. 8K map was ok back in the day but not today. Anybody have solution?

Yeah, I tried a 20K by 20K rectangular terrain but UE5.8 was having none of it. I’ve managed to sit two 5km x 5km terrain meshes next to each other (with heightmap textures applied) and that seems ok, but it takes forever and a day to enter Play-In-Editor mode.

For some reason, the “Import Heightmap” from the off hangs, so I’m resorting to creating rectangular meshes and then applying texture modifiers (using the heightmaps) and scaling them up to match the terrain size. That seems to work well.

One thing I haven’t got a handle on yet, is that the editor stops rendering the terrains after a while, although they are still there and appear when in play mode. Not sure if it’s related, but when I restart UE5.8, the terrain modifiers are unloaded.

Final thing, I was glad to find that landscape textures and the water plugin seems to work ok with mesh terrains, although early days of testing for me.

Glad to hear that you are having some success. I think what gets me is the typical Epic documentation whereas the barest minimum is given on what is expected. Is it bad design or could cause issues in the future if you have multiple Mesh Terrains in the map vs one big Mesh Terrain?

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Did u build mesh partitions before Play in Editor? I found after i did that, the level was up kinda instantly. However i notice visual artifacts, like holes. Anyone can confirm that?

@Astro-Chris I am not totally sure if this is what you are referring to - but when using tessellation and a Nanite material (I grabbed the Unreal Sensei Mesh Terrain material) I also had visible seams in the landscape when playing in editor (all looks fine when just editing). I tried a lot of things to fix this but the only fix that I found was to change the Channel UV Layout Method in the Mesh Terrain data asset. It was set by default and switching to either Plane or Volume Encoded seemed to improve this a great deal. There were still a few holes here and there, but nothing like what I had encountered by default. If this isn’t what you meant then hopefully this comment can help someone else!

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