What method did you use to make a landscape larger than 8km by 8km?

It seems that UE5 only supports importing heightmaps up to a resolution of 8000m or so (I don’t remember the exact number, 8192?) For those of you who didn’t just make everything from scratch (I’d still like to hear who has done that and how it worked out), how did you get your heightmap(s) into UE5 and how did you put the pieces together?

What were any difficulties you experienced and mistakes you made? I have searched for landscape merging and combining in the forums but nearly every topic remains without a solution.

I make my terrain heightmap in world creator and import it to houdini.Houdini will output a HDA file that I can export to UE as a landscape.If you just want to use heightmap,go to the landscape mode and import your heightmap.
To enlarge the landscape area I just try to merge two landscapes with a resolution of one meter per pixel in world composition,and it make two landscape large than 8km by 8km possible and easily.Just add a level and use Sculpt mode to fill the boundary.
But I don’t know how to do landscape merge or combine in world partition,and the Houdini terrain is no support for world partition.Maybe I can rewrite houdini plugin code to fit it.I find some tutorials to enlarge in WP.Some people try to scale the landscape,but I think it may cause some problems.Maybe the navmesh, collision or some thing other.Maybe you can test it.
I think the world partition is not ready for practical use now.Some bugs and imperfect function make me go back to use world composition.
if you want to build a procedural world just like minecraft,I think you should use voxel plugin or just write your own terrain system.

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if you use world partition
it will stitch multiple landscape cells
you can paint the edge of two cells in lscape editor

@zz2108828 Thanks for your answer!

I make my terrain heightmap in world creator and import it to houdini.

Do you develop your entire map as a solid piece and then it break into pieces that can be imported?

To enlarge the landscape area I just try to merge two landscapes with a resolution of one meter per pixel in world composition

So there is an actual merge feature in world composition where the two landscapes become one?

Just add a level and use Sculpt mode to fill the boundary

When using this method, do you find it easy to line up the two pieces along the boundary or adjust later if you need to make changes?

Some people try to scale the landscape,but I think it may cause some problems.

I have also heard that this causes problems and was hoping to find alternatives. I have only experienced world partition so far, as I just began with UE5. Would you say that world composition is a viable solution for now? Also, I know that conversion is possible from WC to WP. Could this be a possible solution? Build in WC and convert to WP?

@christuusgnosis Thanks for the response!

Do you also find problems with world partition like others seem to?

So they get stitched together in the world partition grid but they remain separate landscape pieces in the landscape editor, is that right? If so, do you find any limitations with having two separate landscape pieces instead of 1 merged one?

it works
just when you are at the boundary you need to load both cells to see how its affecting both cells

Best workflow for this is to use world partition with proxy landscape regions. So you can sculpt across the landscape actors.

Thank you,but I try it failed.How to stitch them in detail?
I load the boundary cells,and I try to sculpt them to let they together.It no works well.


I try to enlarge the landscape by add more proxy area but I don’t know how to paint heightmap in other area.

Could you please tell me the details of how to do it?
When I create a landscape,it will create many proxy regions with it.But I create two landscape.The proxy regions is separated from each landscape,so that I can only sculpt one landscape in edit mode.

I am not the expert
I just know it worked for me when I followed the world partition docs and tested landscape painting at the borders
my own projects are mostly vertical so I don’t use large landscapes

Hi,I have a method to do it in world partition,Just use the add function in manage menu,so that you can create more proxy landscape,and just import the heightmap to the area.

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Simply type in YouTube, “Massive real world landscapes Unreal Engine UE4 UE5” and you’ll have a list of many many tutorials relating to creating massive virtual world landscapes that will show you in various techniques how to do what I think you want to do.

I am currently working my way through a lot of the documentation, youtube videos, and forum posts. The methods I have seen so far are:

  1. Import a single height map as an Unreal landscape and scale it to your desired size.

I have read from one user that scaling messes up LOD and performance. I have seen nothing else to confirm this. It kinda makes sense though? Can anyone confirm or deny this and provide reasoning or a link? I have looked but can’t find much.

The main drawback is having less resolution in your landscape. I don’t think 1m precision is enough, so I don’t want something even less precise.

  1. Divide your heightmap into multiple tiles, import them all to the same level as landscapes, and join them together.

It is unclear to me how to seemlessly join these tiles together. Would the sides line up? The UE tools for joining landscapes together didn’t seem adequate when I tried it.

I also do not yet understand what the optimal configuration of tiles would be with world partition. Multiple 8km x 8km tiles? 1km x 1km? And how many components per tile? How many sections? What resolution? I need to research this more.

  1. Make each tile its own level and use creative level design to link them up.

This would work, of course, but I don’t know if it is doable without undesirable landscape alterations. Say you have a large, flat area. You split it into two levels to make it work better in UE. There is a line on one side of each level where it should cross to the other level. Is there even a way to make it so you can just walk into any point in that line and phase to the appropriate location on the other level? Even if so, it would take a lot of work to make the borders look good.

  1. Convert your heightmap to a static nanite mesh (or multiple meshes) and import them to unreal engine.

I am interested in this because you are not limited to 8km x 8km and you can have as much terrain resolution as your system can handle. You can also have multiple levels of terrain. If I am not mistaken, heightmaps only allow 1 vertical data value. I have also heard from a few sources that nanite makes it rather performant to do this.

However, it seems that many built-in engine tools would not work with this. It is not clear to me if LOD would be generated automatically like when using landscape heightmaps. I think it would with because of Nanite? Also, most older posts say static meshes would be much less efficient, but I am not sure if Nanite completely changed that. Also the docs say at one point that landscapes are recommended over meshes for terrain, but that was for UE 4.27 and I don’t know if it still holds.

So, there is ambiguity as to whether nanite meshes outperform landscapes.

It seems that Nanite is experimental for landscapes in the new build of UE. I think the best option would be #2 above (if you can find an optimal setup) and use nanite meshes wherever the landscape precision isn’t suitable. Can anyone think of methods that I didn’t mention? Also, what would be a reliable way of testing performance if one wanted to compare multiple methods?

most heighmap landscape generators do tiling
for example
l3dt is free and makes tiles

The UE5 “Landscape Technical” documentation has needed updating for a very long time now… I’ve made several posts regarding and requesting that Epic speed up this need to update the technical docs but to no avail and much misinformation has been posted as advice by the community in the thread/s I have created for this because many still think that the restrictive world composition workflow parameters are still very much relevant for use with the new world partition workflow, I would tend to question that mindset as the possibilities for using world partition are much greater now we are working with the 64bit scales, and I would suggest, that the possibilities for landscape sizes are only limited by the resources in hardware and memory the users systems have available to them…

But until Epic decide to properly inform us all of the technical details of world partition and it’s limitations through a detailed updated documents section then really any community tests and/or suppositions are pretty pointless in seriously knowing if best practices are being adhered to or used by devs right now for world partition massive landscape creations.

We need epic to properly update the said documents… like NOW!

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I agree
but
they really need more extensive dox on almost everything
3/4 of the docs are just reference documentation without explanation or step by steps
they deprecated cascade and have really minimal niagara content examples
volumetric lighting, particles, really minimal dox
I have found utube essential for learning unreal because of the sparse dox on so many techniques.
oh well
unless they hire a bunch of tech writers…
=|

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Yes I agree… Epic seriously need to start taking the tutorial and documentation of UE4/5 very seriously and have a whole dept itself dealing with technical writing of procedural tutorials from beginner to advanced throughout… I mean surely they cannot say they don’t have the resources to do that given that they admirably give away millions each year to those in need of help and support. They could divert a portion of that fund to paying very good technical writers to support the documentation and write proper procedural tutorials for the Epic community…

Epic are so professional in most ways but this technical writing dept is seriously letting them down…

Like it’s always been said that developers and programmers are the worst tutors to have try and teach people… and they seriously are for sure, it’s been proven time and time again to be so.

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