Landscape¶
UE's terrain system. Heightmap-based, layer-painted, scalable to huge worlds with World Partition.
Authoring¶
- Modes → Landscape
- Set Size (e.g. 8129×8129) and component count (impacts LOD streaming)
- Sculpt tools: raise, lower, smooth, flatten, ramp, retopologize
- Paint tools: weight-paint material layers
- Manage: edit Landscape components, add subsections
Materials¶
Layered material with LandscapeLayerBlend node:
Each weight is a per-layer painted texture. Use LandscapeLayerCoords for per-layer UV tiling.
Performance¶
| Setting | Effect |
|---|---|
| Component Size | Smaller = more flexible LOD, more draw calls |
| Number of Subsections | Per-component subdivision |
| LOD Distribution | Falloff curve |
| LOD Streaming Threshold | Distance at which LODs drop |
Nanite Landscape (5.4+ experimental)¶
r.Nanite.Landscape 1 — landscape rendered as Nanite. Per-pixel detail, no per-component triangulation. Still experimental in 5.7; watch CVars.
World Partition + Landscape¶
Landscape integrates with WP — automatic per-cell streaming. Author normally, WP cuts it up.
Modern alternatives¶
| Tool | When |
|---|---|
| Landscape | Heightmap terrain — most projects |
| Voxel Plugin Pro | Voxel terrain with overhangs |
| OpenLand | Runtime-modifiable landscape |
| Mesh terrain via PCG | Stylized / non-heightmap |