Using GIS in Unreal Engine 5

Hey Everyone,

I’ve been using GIS for a number of different projects. One of them is going to be for Unreal Engine 5 (“UE5”). I’m wondering if anyone in the OSGeo community has experience creating a world in Unreal using heightmaps derived from GIS data.

The reason why I’m asking is because I’ve run into difficulties which I believe are caused by the complexity and size of the heightmap. I’ve done some things to simplify the vector layer I used to create the heightmap, but I would appreciate some pointers from an expert.

Thanks,

Gabriel

I will be really interested to understand your needs here. We at North Road have been working on Cesium integration with the Cesium Ion Plugin for QGIS. Cesium ion — QGIS Python Plugins Repository

1 Like

Hey @EmHain8 thanks for your reply.

So, I’m trying to use data from a file I created myself to represent historic geography/topography that does not currently exist. So, while it’s super helpful and very valuable to be able to use these tools that connect to OSM and other data sources … I can’t use it for this project.

I honestly feel very undertooled for this project. And I’m honestly just considering using the vector layer with a vertical offset. Which doesn’t actually suck as much as I thought it would, considering the fact that my computer crashes every time I tried to important the heightmap sucks way more.

Ugh.

I think using the vector data will be the only way you can move forward at this point. Is heightmap data the same as elevation data.

Yes, heightmap is the same as elevation data. It’s represented as a 16-bit floating GIF file. So it’s difficult to create a height map from theoretical data. I know I can probably cut the levels to specific numbers, but I haven’t found the specifics I would need to keep the heights from being so out of range it starts to hurt the performance.

I’m also trying to figure out how detailed I can make the vector data itself. LOL. [Ugh]

Thanks for your reply