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Again, you can see that the vertices where the sections meet are duplicated. Each section is made up of 9 (3x3) quads. This will lead to the number of quads in a component in each direction (x or y) either being a power of two minus 1 (if 1 section per component) or a power of two minus 2 (if 4 sections per component).Īn individual component is illustrated below (outlined in green) containing four sections. This is so that the different LOD levels can be stored in mipmaps of the texture. The size of each section (in number of vertices) must be a power of two (with a maximum of 256x256). Using the 4 (2x2) subsections option gives you the same size heightmap as using four times as many components with only one subsection each, but using fewer components generally gives better performance. These sections are the base unit of Landscape LOD calculation. One component has been separated to show how the vertices where the components meet are duplicated.Ĭomponents can optionally be divided into either 1 or 4 (2x2) subsections. Each component is made up of a single quad.
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For this reason, it makes sense to think about the number of quads in each component.Ī very simple Landscape is illustrated below (outlined in green) containing four components. The shared row of vertices along the edge of two neighboring components are duplicated and stored in each component. Because of this, its size has to be a power-of-two number of vertices. The size of the Landscape component is decided when the Landscape is created and the choice depends on the size and detail of the Landscape you wish to create.Įach component's height data is stored in a single texture. Components in a Landscape are all the same size and are always square. Landscapes are divided into multiple Components, which are Unreal's base unit of rendering, visibility calculation, and collision. The edges of the Landscape are highlighted in yellow, the edge of each component is in light green, section edges (if set to 2x2 sections) in a medium green, and the individual Landscape quads in a dark green. The restrictions on heightmaps for Landscapes are much more complex and rigid.Ī Landscape Actor is color coded so that it is easier to tell what each section does. In previous terrain systems in Unreal Engine, there were either no restrictions (i.e., any dimensions were valid and would work) or the restrictions were fairly simple (i.e., only square power of two heightmaps were allowed). In order to create a system that allows for huge terrains while still being efficient in terms of memory and performance, the architecture implicitly applies restrictions on the dimensions of the heightmap, meaning there are certain dimensions that are valid and others that are not. Being able to determine what dimensions for heightmaps are valid and, beyond that, which are optimal requires a thorough understanding of the underlying architecture of the Landscape. Valid dimensions for Landscape heightmaps are not always immediately obvious when getting started. The following document aims to bring these restrictions to your attention as well as provide you with valuable information so that you can strike the best balance between beauty and performance with your Landscape. To get the best performance possible from the Landscape system, there are certain technical restrictions that have to be applied.