Understanding Unreal Engine Landscape Units

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I’ve created many landscapes in Unreal Engine and never fully understood each unit. I just went by the Epic guidelines and never thought about it in depth until now. Here are my notes for posterity:

Resources:

Unit Hierarchy

Ignoring world partitioning for now, these are the basic units of a landscape:

Quads make up a section,

which make up a component,

which make up a landscape.

Or

A landscape is made up of components,

which is made up of sections,

which is made up of quads.

Each quad is roughly 1 m x 1 m (this isn’t precise for some reason; see note below)

Section Size: The number of quads which make up each section

Sections Per Component: The number of sections which make up each component. (the above image is 2×2 sections)

Number of Components: The number of components which make up the landscape.

Each of these multiply to determine the final Overall Resolution of the landscape.

Note: why doesn’t the math work out exactly? If we do the math on the default 4033 x 4033 landscape numbers, we get:

🤷‍♂️

The “Total Components” number in Unreal is simply the result of multiplying the number of components. For example, 32 x 32 = 1,024.

See the Epic Landscape Technical Guide for Epic’s recommendation for best practices.

World Partitioning

World Partition Grid Size: Number of components per landscape streaming proxy per axis. These are represented by the yellow squares in the Unreal editor landscape window.

World Partition Region Size: Number of components per Landscape World Partition Region per axis. These are the regions/chunks that are loaded and unloaded based (typically) on player location. This is not indicated in the editor window (for some reason?)

The number of partition regions is calculated as:

For example, 32 x32 components and a World Partition Region Size of 8 will result in 4×4 partition regions (32 / 8 = 4 regions per axis = 16 total regions)

The default settings for a 4033×4033 landscape has a World Partition Size of 16 with 32×32 components, which results in 2×2 partitions (4 total partitions). That’s probably not enough for most use cases.