UE 5.3 crashing when trying to import a 16K heightmap

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?

Greetings @Knuthnads

In regards to the error that you’re getting and the importing of the larger heightmap, I’d recommend reading a reply on a similar thread here. I hope this helps answer the question!

Umm, sorry if I missed something here, but I’m trying to import a heightmap into Unreal Engine, not render out a sequence. I can see that the error is the same, however enabling the ‘High Resolution’ setting in the Movie Render Queue has no bearing on importing a heightmap.

Okay so if the problem is the fact that a 16K texture exceeds my GPU’s maximum texture size, I would still like some guidance on how to import the tiled 8K heightmaps without these seams appearing.

I did some more testing.

  1. Reduced the image size of the 8K tiles from 8192 x 8192 down to 8161 x 8161 in Photoshop. There’s still a seam.

  2. Generated 4K tiles out of Gaea at a resolution of 4033 x 4033 per tile. There’s still a seam.

  3. Tried importing these heightmap tiles in UE 4.7, 5.2 and 5.3. I’m seeing the same problem in each version.

I don’t understand what’s happening to the heightmaps in Unreal to produce this offset along the edges.

Edit: I should clarify that I’m importing the heightmap tiles one by one individually. If I choose to import all detected heightmap tiles automatically UE simply crashes either with an ‘Out of Memory’ error or with no error at all. And no, the World Partition minimap window is not open.