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Unreal engine 4 heightmap
Unreal engine 4 heightmap












If we want to have varying textures placed in logical locations around our landscape, we will need some weight maps. Now if you press the green button on the toolbar, it will build and export this file ready for use within UE4.īut we're not done yet. (If you haven't done so, do so now.) (Best to keep it in its own folder) Not using an absolute path ensures that the file will be saved in the same location you saved your World Machine project file. In order to get the base heightmap exporting correctly, double click on the Height Output node and set its properties as follows. You should end up with something looking like this. Then we will plug-in a Height Output to export the base heightmap. For this tutorial I will keep the generation simple and just focus on the file formats and weight map exporting.įirst we will take an Advanced Perlin, Terrace it, then Erode it. Once that's done you can go ahead and set up your landscape generation ready for exporting to UE4. Make sure you create this in your project folder before continuing. Then create a folder within that folder for file outputs, this helps keep track of things. # Generating Elevationįirst of all, I think it's important to save your project in its own folder. It's also 1/4 of the maximum elevation so it makes calculating the water plane Z location easier in UE4. This gives me plenty of underwater headroom, and still allows for pretty tall mountains. Next we will set the water height, I use 512m. Note: The reason I use 2048 meters is because when scaled to 400% in UE4 it will be 1:1 scale and will be about the maximum vertical scale before landscape stepping occurs. Set the width and height to 505x505 m, with a Normal Build Resolution of 505x505. In World Machine open up the "Project Settings" page. Let's go ahead and set up World Machine to work well with UE4. Then in UE4, you would set the X and Y scale to 200%. If you want a terrain of 1km in a single file you would create a terrain in World Machine with a resolution of 505x505. Near as dammit to being 1meter per pixel. I find its best to keep these at 100%, 200%, 400% or whatever. That being said, using a large Z scale will increase landscape stepping regardless of your source image bit depth.Īs for the X and Y axis. Then when importing to UE4, you would use 1000% vertical scale. If say you wanted a landscape with a maximum elevation of 5km, you could set your maximum elevation in World Machine to 5120. Say you set the maximum elevation in World Machine to 2048, that would make your terrain 2048 meters tall on the Z axis. The only reason I can see for people doing this is that they are using the World Machine default projects maximum elevation of 2625 m.Ĭhange it, make it a multiple of 512. I've seen quite a few people suggesting multiplying your elevation by whatever number, but its completely illogical and you're just making more work for yourself. Which at 100% on the X and Y axis, will give you a landscape which is 25200uu in each direction, (504x504m). The maximum dimensions you can export from World Machine Basic edition that are compatible with UE4 are 505x505. In the Unreal Engine 4, 1 unit is 1 cm, so 100 units is 1 meter.Ī landscape at 100% on the Z axis has a total range of 512meters. I am going to assume you are using the Basic Edition of World Machine. In this guide I will go through setting up a basic terrain generation network in World Machine, along with weightmaps, exporting that landscape from World Machine and importing it into Unreal Engine 4. World Machine to Unreal Engine 4 - In Depth Guide - Epic Wiki # World Machine to Unreal Engine 4 - In Depth Guide ) Address = 0x1fa98c5 (filename not found) įDebug::AssertFailed(char const*, char const*, int, wchar_t const*. _sigtramp() Address = 0x8c0ef5aa (filename not found) įMsg::Logf(char const*, int, FName const&, ELogVerbosity::Type, wchar_t const*. PlatformCrashHandler(int, _siginfo*, void*) [in UE4Editor-Core.dylib) + 95 SIGSEGV: invalid attempt to access memory at address 0x3ĮngineCrashHandler(FGenericCrashContext const&) [in UE4Editor) + 15














Unreal engine 4 heightmap