WorldScape Plugin
  • WorldScape Documentation
  • World Generation
    • Quick Start
    • Terrain Geometry
      • Noise Generation
    • Noise System
      • Noise Data asset
      • Apply your NoiseVolume
      • Custom Noise Class
    • HeightMap System
      • HeightMap Data
      • Apply your Heightmap with Volume
      • Apply your Planetary Heightmap
    • Hole Volume
    • Collision Invoker Volume (Beta)
    • Procedural Foliage
      • Placement contraint parameters for foliages
      • Foliage Collection
      • Foliage Cluster
      • Regular WorldScape Foliage
      • Applying your Foliage Collection
      • Foliage Layer masking
      • Foliage Volume
      • Foliage baker (Beta)
    • Terrain Material
      • Terrain Material Legacy
    • Setting up a world from scratch
    • WS Tools
      • How to get toolbar running
      • Detailed overview
      • Heightmap Editor (Beta)
        • Edit Heightmap Data (Beta)
        • Create Landscape (Beta)
        • landscape Export (beta and extras)
      • Heightmap Tools Volume (Beta)
  • FAQ
  • API Informations
  • Unreal engine 5 Setting fixes
    • Material Fix
  • Blueprint API Infomations
    • Get Ground Height
    • Get Ground Height Normalize
    • Get Ground Noise
    • Get Height
    • Get Height Normalize
    • Get Noise
  • WorldScapePlayer
    • Custom Character Gravity Legacy
  • Technical Support
  • Play to demo
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  1. World Generation
  2. WS Tools
  3. Heightmap Editor (Beta)

landscape Export (beta and extras)

PreviousCreate Landscape (Beta)NextHeightmap Tools Volume (Beta)

Last updated 1 year ago

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The Landscape Export tool in WS Tools allows for the conversion of terrain made in Unreal Engine into standardized heightmap files for external use. This allows exporting the height data from existing Unreal landscapes into formats compatible with external tools and workflows.

Users can utilize the tool to generate either a Heightmap Volume Data asset or a heightmap texture file from their terrain. both means can be used on the wordscape terrain or by other means seen fit. Keep in mind that if the texture is created without power by two it can cause some data shifts within the volume data, so edits are advised.