Landscapes - World Partition and Tiling
This discusses making large Unreal landscapes using data from a real-world location using World Partition to support larger maps.
This discusses making large Unreal landscapes using data from a real-world location using World Partition to support larger maps.
This discusses making large Unreal landscapes using data from a real-world location.
Tessellation is the ability to displace the surface of a mesh or landscape as it is rendered to create the appearance of more detail than the mesh contains. Nanite tessellation requires Unreal Engine 5.4 or higher.
GDAL is a translator library for raster and vector geospatial data formats which we can use for converting between file formats, for example for converting geotiff data about real-world locations to heightmaps which can be imported into Unreal.