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…

Hi, I would love to get more information on your workflow. I’m new to all this but have similar interests.

Probably make your own topic and/or at least ask exactly what it is you want to know about…

The work flow is fairly straightforward:

Load maps and work in Qgis (or any gis program), normalize them, set the right esri deformation, and export out tiles of the pixel size you want your individual landscape tiles to be.

Then import the tiles into the engine with the correct Z scale value to get the approximately right overall height / in game conversion.

Then convert them to meshes, and use the meshes only since landscapes suck.

when i break it up into tiles with Retile in qGIS…. it creates an extra subfolder with very simiar index names. My main base tile folder has name_00_00… name_00_01 .. etc… The sub folder that was created is called 1 …. and it has name_0_1 for example.

Dont know why.. but in either case i tried just gather ting the texture tiles in the main tiles folder that were 2017x2017 … same resolution … and well .. even though they work for loading heightmap.. it wont see them as tiled. Why? Working in Unreal 5.6

File names matter - look up the docs and either rename them manually or create a quick bash script to rename them according to the documentation.