

Reason to use Epic's Recommended Landscape Sizes has to do with a stretching effect around the edges of landscapes if using power of 2 heightmap sizes. Why to Use Epic's Recommended Landscape Sizes vs Power of 2 Texture Size I've seen many people recommend using power of 2 texture sizes but that has created some issues. So if you are in Photoshop, you create a new document with Width and Height listed in Overall Size (Vertices) column. You should use heightmap resolution listed in the Epic's Recommended Landscape Sizes.

Recommended Landscape Sizes for Heightmaps When you create a heightmap in external software you can define the texture resolution. If you have an existing landscape, select it and go to Details panel: You can find overall resolution of your landscape when you create the landscape in UE4: If your Landscape's Overall Resolution is 4033px by 4033px then the size of your landscape is 4033 meters by 4033 meters. Paid software such as World Machine, World Creator, Terragen, TerraSculptor etc.Free software such as 元DT, Scape, Free Version of World Machine.Real-world data websites such as Terrain.Party, Heightmapper, etc.In UE4 using Landscape Blueprint Brushes (experimental feature in 4.24+, heightmap gets created automatically).In UE4 using Sculpting Tools (heightmap gets created automatically as you sculpt).There are many different ways to create heightmaps. When exporting heightmaps for UE4, follow this format: Here is what it looks like after import in UE4:

Here is what a heightmap texture will look like: Gray color that represents the middle of the heightmap is: All landscapes in UE4 rely on heightmap data to create the terrain. Black color is low elevations or valleys and white color are high elevations or peaks. A heightmap is a grayscale texture that stores landscape height information.
