Using GIS Data in Unreal : simplifying data to convert to world partition

Hey there,

I managed to export my GIS data as a heightmap and it looks great. [Can totally help anyone with this. My workflow is USGS/NOAA to QGIS to GIMP to Unreal.]

However, my export has a lot to do with marshes and wetlands, and I ran out of space (memory) while trying to convert the level to World Partition.

I want the world to be this GIS data I’m using. [And I’m also only using free/opensource software (GIMP, QGIS, etc.)]

I simplified the vectors a lot. As much as I could while still leaving some level of detail and realism.

But I can’t help but wonder if there’s another way to simplify or make this file even smaller so I can achieve a proper conversion to a World Partition.

The issue is likely just world partition/composition.

When you import tiles, if your world minimap is open, the engine will attempt to render the tiles and print out the minimap.
This causes the engine to crash out with either Vram or Ram (usually vram).

To avoid it, in 4.24 at least, it was possible to close everything out and import things.

Or, and this will always work, to batch process the tiles in sets of 9 or so - which should compute in a manner of a few minute tops.

All map tiles/heitmaps should always be below 8k in file size. Even if it is possible to edit the engine source to allow larger files.

As far as world partition (whatever the one from the latest engine versions is involved) i have yet to see a single forum post claiming that the system works at all. I doubt you’d have much luck in “converting” things to it…