Tag: world partition

  • Understanding Unreal Engine Landscape Units

    Understanding Unreal Engine Landscape Units

    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.