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Unreal Engine ​

Untested in Unreal

The maths and manifest handling have plain-Python tests, but neither the editor script nor its C++ bridge has been compiled or run in Unreal. The native code targets the documented UE 5.6 API. Review and build it for your engine version before relying on it. Reports of success or failure are very welcome in Discussions.

The Unreal helper creates Landscape actors from 16-bit PNG heightfields and imports masks as linear layer-weight textures.

Install ​

  1. Keep the complete import-helpers folder together. The script shares a validator with the Blender add-on.
  2. Copy LibreTerrainImport/ into <YourProject>/Plugins/.
  3. Build your project's Editor target, restart the editor, and enable LibreTerrain Landscape Import Bridge, Python Editor Script Plugin and Editor Scripting Utilities.
  4. Open a level without World Partition.

In LibreTerrain, export heightfields as PNG 16 at a legal Landscape resolution such as 1009, 2017, 4033 or 8129.

Run ​

In the Output Log, switch the command mode to Python and run:

python
import sys
sys.path.insert(0, r"/absolute/path/to/import-helpers/unreal")
import lt_import_build
result = lt_import_build.import_build(
    r"/absolute/path/to/export/build.json",
    "/Game/LibreTerrain/Build001",
)

result["landscapes"] holds one actor per heightfield, and result["layer_weight_textures"] every mask as a Texture2D asset. Vegetation points become one HierarchicalInstancedStaticMeshComponent per species.

World Partition and tiled import are not implemented yet.

Code dual-licensed MIT / Apache-2.0. "LibreTerrain" and its logo belong to EllisonDigital.