// Unreal Engine · Artist-first
WORLD
PARTITION
Artist Landscape Assistant
uewp.dev
v2.2 · UE 5.8
ARTIST-FIRST
Hardware & Platform
▸
Platform Preset
?
Custom (manual)
⚠ Platform presets auto-fill CPU and GPU fields.
Platform preset values are approximate — always profile on target hardware.
CPU
GPU
Custom GPU...
VRAM (GB)
TeraFLOPS
System Memory (RAM GB)
Terrain System
Terrain System
?
🌲 Landscape
🪨 Mesh Terrain
Choose the terrain system that matches your project's shape and UE version.
Use Case Preset
✈ Flight Sim
150×150 km · 100K tri · 256px
🌍 MMO / Large Scale
40×40 km · 150K tri · 512px
⚔ Open World RPG
20×20 km · 200K tri · 512px
🪓 Survival / Crafting
8×8 km · 250K tri · 512px
🪂 Battle Royale
6×6 km · 200K tri · 512px
🏎 Racing
20×8 km · 300K tri · 1Kpx
🎯 FPS / Tactical
2×2 km · 350K tri · 1Kpx
🎬 Cinematic / Arch-viz
0.5×0.5 km · 500K tri · 2Kpx
World Size
Width X
km
?
1 km
25
50
100 km
🔒
X = Y LOCK
Depth Y
km
?
1 km
25
50
100 km
Altitude Range Z
m
?
Plains
Hills
Mountain
Alpine
↳ Hilly landscape
Resolution
Relative Detail
?
Medium
Coarse
Medium
Fine
Ultra
↳ — cm/vertex
Streaming Behavior
Streaming Aggressiveness
?
Conservative
Balanced
Seamless
↳ Grid: — · Streaming dist.: —
Material Budget
Paint Layers
(1–16)
?
1
4
8
12
16
↳ Medium material complexity
Mesh Terrain Settings
(UE 5.8+ Experimental)
Mesh Detail
?
↳ Max triangles per section — higher = more Nanite detail
Texture Sharpness
?
↳ Baked texture array resolution — higher = sharper material blending (quadratic VRAM)
Nanite & Rendering
Enable Nanite Landscape
(UE 5.4+)
?
↳ Replaces traditional LOD with virtualized mesh geometry
Enable Runtime Virtual Texture
?
↳ Replaces weightmap sampling with Virtual Texture pages
Enable Virtual Shadow Maps (VSM)
?
↳ Next-gen shadow maps, scales optimally with Nanite
Alapterület
—
km²
Terepfelbontás
—
cm / vertex
Magasság tartomány
—
méter
Components
—
X × Y
Section Size
—
quads
Grid / Stream dist.
—
WP streaming
Alapterület
—
km²
Terrain Detail
—
cm/vertex equiv.
Magasság tartomány
—
méter
Base Sections
—
X × Y grid
Max Tri / Section
—
triangles
Streaming
—
sections loaded
Landscape
Mesh Terrain
Scale X / Y / Z
—
Section Size
—
Sections / Comp.
1
Components X
—
Components Y
—
Max Triangles / Section
—
Channel Texel Size
—
Weight Channels
—
Base Sections (X × Y)
—
Nanite
Always enabled
World Partition
Grid Size
—
Region Size
—
Stream. Distance
—
Paint Layers
—
Weight Channels
—
Nanite / RVT
—
Nanite / RVT / Texel
—
Estimated resource cost of the landscape
Calculated Runtime Performance
CPU (Compute)
–%
Memory (RAM)
–%
GPU - Compute (TFLOPs)
–%
GPU - VRAM
–%
◉
LIVE
Export Configuration
Share this setup with your team, or export to the detailed Configurator.
Share Artist Link
Open Configurator
Copy Config Link