https://docs.unrealengine.com/en-US/...ide/index.html

Unreal Engine 4 calculates your heightmap’s Z scale by using a grayscale value between 0 and 255 taken from a point on the map (0 being completely black and 255 being completely white).That value is then multiplied by the Z scale value input when you import the heightmap data.. If your Z scale is set to 1, a grayscale value of 255 will be set to a height of 1 meter. A Z scale that is set to 100 will set a grayscale value of 255 as 100 meters.

When importing a heightmap file, changing the value in the Z scale field will adjust the preview of your Landscape in the viewport. This will allow you to try several values and determine which one best fits your level's needs.

Completely wrong information.

Setting the landscape scale to 1 causes the maximum height to be 256 and the minimum to be -256

Therefore,

Setting the scale to 100, the default, sets the maximum to 256meters and the minimum to -256meters OR +-25600.0 unreal units. (there is some margin of error that can be noted maximum size is only 25599.0)

To calculate a landscape maximum size you have to use proportions.

The landscape min/max range is 256*2 or 512

The ratio is therefore calculated as follows:

1 / 512 is 0.001953125

You use this number to multiply your maximum height in CM to obtain the exact landscape scale.

For example, if I need my landscape to be 600 meters tall from 0 to 255:

First we go from Meters to Cm, that's done by adding 2 zeros at the end.

60000.

Then, we multiply by the ratio, getting: 117.1875

The result will be a landscape with the lowest area at -30000.0, and the tallest area at 29999.0

Another example,

If I wanted to go from sea level to the peak of K2 (8,611m)

First, we need centimeters:

861100, then we multiply by the ratio: 861100*0.001953125 = 1681.8359375

This very high value will produce a landscape with the minimum set to -430550.0 while the maximum will be set to 430537.0

430550.0+430537.0 = 861,087cm = 8,610.87m (margin of error mentioned before).

Hopefully the docs can be updated, the information contained within them is completely misleading.

**Calculating Heightmap Z Scale**

Unreal Engine 4 calculates your heightmap’s Z scale by using a grayscale value between 0 and 255 taken from a point on the map (0 being completely black and 255 being completely white).That value is then multiplied by the Z scale value input when you import the heightmap data.. If your Z scale is set to 1, a grayscale value of 255 will be set to a height of 1 meter. A Z scale that is set to 100 will set a grayscale value of 255 as 100 meters.

When importing a heightmap file, changing the value in the Z scale field will adjust the preview of your Landscape in the viewport. This will allow you to try several values and determine which one best fits your level's needs.

Setting the landscape scale to 1 causes the maximum height to be 256 and the minimum to be -256

Therefore,

Setting the scale to 100, the default, sets the maximum to 256meters and the minimum to -256meters OR +-25600.0 unreal units. (there is some margin of error that can be noted maximum size is only 25599.0)

To calculate a landscape maximum size you have to use proportions.

The landscape min/max range is 256*2 or 512

The ratio is therefore calculated as follows:

1 / 512 is 0.001953125

You use this number to multiply your maximum height in CM to obtain the exact landscape scale.

For example, if I need my landscape to be 600 meters tall from 0 to 255:

First we go from Meters to Cm, that's done by adding 2 zeros at the end.

60000.

Then, we multiply by the ratio, getting: 117.1875

The result will be a landscape with the lowest area at -30000.0, and the tallest area at 29999.0

Another example,

If I wanted to go from sea level to the peak of K2 (8,611m)

First, we need centimeters:

861100, then we multiply by the ratio: 861100*0.001953125 = 1681.8359375

This very high value will produce a landscape with the minimum set to -430550.0 while the maximum will be set to 430537.0

430550.0+430537.0 = 861,087cm = 8,610.87m (margin of error mentioned before).

Hopefully the docs can be updated, the information contained within them is completely misleading.

## Comment