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I noticed that sculpting complex mountains for example will dramatically drop the framerate of the game which is expected however I’d like to be able to model lots of hills and mountains by hand. I’m thinking about creating a plane and converting it into nanite if it’s possible? At least the complex ones like mountains would be a great idea, otherwise I might have to use a third party mountain generator or blender I think.
Even making indents in the road like a lot of horses and carriages passed by significantly drops the framerate and I managed to optimize my practice demo to about 70fps which is great considering i was jittering at 14fps before I started optimizing, but it would be even better to figure out how to optimize complex geometric planes. The mountains were deleted but I guarantee there were an insane amount of triangles.
If anyone has any advice, tutorials to follow I’d love to follow said advice. I’m having a blast learning about all sorts of things and I’d love to be able to create something vast like what you would see in a game like Skyrim or FF14 etc… But obviously at a smaller scale. Also, I can’t find any info about connecting plane vertices together either which is weird. So my planes end up looking broken at the edges.
I’ve been a software dev for over 20yrs and UE is like painting or gardening, it’s entirely different and when I play with it on weekends or at night it’s relaxing and something to look forward to. I feel like UE5 landscaping might even eventually become an art form in itself.
Is there a way to create complex geometry like mountains without worrying about massive framerate drops from within UE? ie: Convert plane to nanite?
Can the foliage tool be used on objects to make life easier when using quixel assets like Nordic mountains?
How do you connect planes together so you can sculpt them both together?
Tutorials, advice, etc… If you have any
Thank you! I hope this thread will also benefits a lot of people if there are answers