Has anyone had any luck importing 16K heightmaps yet (16384 x 16384)? I have a 16-bit 16K heightmap in .png format that I’m trying to import in Landscape Mode, however the editor is crashing. Here’s the crash log produced:
LoginId:-
EpicAccountId:-Assertion failed: TextureDesc.Extent.X <= (int32)GetMax2DTextureDimension() [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Texture.cpp] [Line: 487]
UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_RenderCore
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll
I know World Partition is supposed to support up to 16384 x 16384 landscapes, but I’m guessing Unreal does not actually support importing heightmaps larger than 8K?
The import settings for the 16K heightmap were as follows:
16K Single Heightmap | |
---|---|
Heightmap Resolution: 16384 x 16384 | |
Section Size: 127 x 127 Quads | |
Sections Per Component: 1 x 1 | |
Number of Components: 129 x 192 | |
Overall Resolution 16384 x 16384 | |
Total Components: 16641 |
I can import the heightmap if I split the 16K heightmap up into four 8K tiles, however I end up with seams between each tile:
The import settings for the 8K heightmap tiles were as follows:
8K Heightmap Tiles | |
---|---|
Heightmap Resolution: 8192 x 8192 | |
Section Size: 255 x 255 Quads | |
Sections Per Component: 2 x 2 | |
Number of Components: 16 x 16 | |
Overall Resolution 8161 x 8161 | |
Total Components: 256 |
I assume this is happening because each tile is being resampled down from 8192 x 8192 to 8161 x 8161?
How exactly then do I import a 16K heightmap?