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landscape

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Create and edit landscape terrain — heightmaps, sculpting, paint layers, terrain analysis, mesh projection, and procedural features like mountains/valleys/craters (LandscapeService). Use when the user asks to create a landscape, sculpt/raise/lower terrain, import or export a heightmap, paint terrain layers, or add procedural terrain features. For terrain materials load landscape-materials; for real-world heightmaps load terrain-data.

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How to use this skill

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I want to install this Agent Skill for this project in Codex.

Source SKILL.md: https://github.com/kevinpbuckley/VibeUE/blob/HEAD/Content/Skills/landscape/SKILL.md

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First, summarize what it does, its dependencies, license status if identifiable, and any risks. Show the exact files you propose to add under .agents/skills/landscape/. Do not write files or run scripts until I approve.

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Copying this prompt does not install or run the skill. Review third-party files before use. Codex skill guide

🧠 Brains complement: IF an unreal-engine-skills-manager tool (external MCP) exists in this session, call it with {action: "load", skill: "landscape-and-foliage"} for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.

Landscape Terrain Skill

Sub-docs available

This skill is split into the lean index (you are reading it) plus sibling sub-docs. Skills load via the engine's AgentSkillToolset (ListSkills / GetSkills) — request landscape/<section> through GetSkills, or read the sibling *.md file (it sits next to this SKILL.md on disk) directly:

Sub-docWhen to load
return-types.mdExact property names of LandscapeCreateResult, LandscapeInfo_Custom, LandscapeLayerInfo_Custom, LandscapeSplinePointInfo, LandscapeSplineSegmentInfo, LandscapeSplineMeshEntryInfo, plus the create_landscape signature.
workflows-creation.mdCreating landscapes, getting info, importing/exporting heightmaps, recreating splines, copying terrain/paint layers between landscapes, calculating side-by-side offsets, reading height data in a region.
workflows-editing.mdSculpting, direct region editing, procedural noise, painting layers, setting material, querying terrain, LandscapeGrassType creation/cloning, full landscape cloning, existence checks, heightmap sizing utilities.
intelligent-sculpting.mdv3 semantic features (mountain/valley/ridge/plateau/crater/terraces/erosion/blend), terrain analysis (slope/normal/flat areas), mesh projection, batch line traces, complete v3 workflow example.

Critical Rules

Valid Quad Sizes

QuadsPerSection must be one of: 7, 15, 31, 63, 127, 255 SectionsPerComponent must be 1 or 2

Common setup: QuadsPerSection=63, SectionsPerComponent=1, ComponentCount=8x8

⚠️ Performance: Landscape Creation Timeout

Creating landscapes with many components is SLOW. Python execution has a 30-second timeout.

Safe configurations (under 30s):

  • ComponentCount=4x4 (253x253 resolution) — safe for throwaway/test terrains
  • ComponentCount=8x8 (505x505 resolution) — can exceed 30s in a populated level (measured 67s in a level that already had another landscape); safe only in near-empty levels

Will TIMEOUT (avoid):

  • ComponentCount=16x16 or larger in a populated level
  • ComponentCount=36x36 or larger — too many components, takes minutes
  • ComponentCount=72x72 — definitely exceeds timeout

⚠️ A timeout does NOT cancel the operation. PYTHON_EXECUTION_TIMEOUT means the tool stopped waiting — the create keeps running on the game thread and usually completes. Never blindly retry: you'd stack a second landscape with the same label (then delete_landscape removes only the first match and landscape_exists stays true, which looks like a delete failure). After a timeout, check landscape_exists(label) first. create_landscape also refuses to create a landscape whose label already exists.

⚠️ Heightmap Import: Resolution MUST Exactly Match

import_heightmap() requires the heightmap file resolution to exactly match the landscape resolution. There is NO automatic scaling. A size mismatch will fail or produce flat/corrupt terrain.

If the target landscape label does not exist, import_heightmap() now auto-creates a matching landscape at world origin with default scale (100,100,100) before importing. For real-world terrain workflows, explicitly creating the landscape first is still recommended so you can control XY/Z scale.

Landscape resolution formula: Resolution = (ComponentCount × QuadsPerSection × SectionsPerComponent) + 1

Safe performant configs (common resolutions):

ComponentsQuadsSectionsResolutionkm at scale=100Notes
8×8631505×505~0.5 kmFast, good for prototypes
8×86321009×1009~1.0 kmGood balance of detail/speed
16×166311009×1009~1.0 kmSame resolution, more LOD components
8×812711017×1017~1.0 kmLarger quads, fewer components
16×166322017×2017~2.0 kmEpic recommended for medium landscapes
32×326312017×2017~2.0 kmSame resolution, more LOD components
8×812722033×2033~2.0 kmHigh detail, fewer components
16×1612712033×2033~2.0 kmHigh detail, more components
32×326324033×4033~4.0 kmLarge open world
32×3212728129×8129~8.1 kmMax single tile

⚠️ 1081×1081 is NOT a valid performant config! The only config producing 1081 is 36×36 components, 15 quads, 2 sections — which has 1296 components and will timeout. Never request or assume 1081.

Heightmap ↔ Landscape Sizing Utilities

Four Python utility functions help match heightmaps to landscapes:

FunctionPurpose
get_heightmap_dimensions(file_path)Read width/height/bitdepth of a PNG or RAW heightmap file
resize_heightmap(source, width, height, output, interpolation)Resample a 16-bit heightmap to new dimensions. Default interpolation="bicubic" (Catmull-Rom, smooth normals); pass "bilinear" only if you need the legacy behavior — bilinear upsampling of a low-res DEM produces blocky planar facets on flat plains
calculate_landscape_resolution(cx, cy, quads, sections)Compute resolution from landscape config parameters
find_landscape_config_for_resolution(width, height)Find the best landscape config that matches a given resolution

✅ Recommended Workflow: Request Matching Resolution

BEST approach — request the heightmap at the exact resolution you need:

  1. Decide landscape config (e.g., 8×8 components, 63 quads, 2 sections)
  2. Calculate resolution: (8 × 63 × 2) + 1 = 1009
  3. Use terrain_data generate_heightmap with resolution=1009 and map_size=N
    • map_size controls how many real-world km are captured (default 17.28)
    • Smaller map_size = more detail for a specific feature (e.g., 2-5 km for a single mountain)
    • Larger map_size = wider area with less per-pixel detail (e.g., 10-20 km for a region)
  4. Create landscape with matching config
  5. Import heightmap — sizes match perfectly

✅ Fallback Workflow: Resize After Download

If you already have a heightmap at a non-matching resolution:

  1. Check dimensions: get_heightmap_dimensions(file_path)
  2. Either:
    • Find a landscape config that matches: find_landscape_config_for_resolution(width, height)
    • Or resize the heightmap to match your landscape: resize_heightmap(source, target_w, target_h)
  3. Create landscape / import resized heightmap

World Partition landscapes (streaming proxies)

In a World Partition level, pass world_partition_grid_size (components per proxy grid cell, e.g. 2) to create_landscape to split the landscape into ALandscapeStreamingProxy actors — the same thing the editor's New Landscape tool does in a WP world:

result = unreal.LandscapeService.create_landscape(
    unreal.Vector(0, 0, 0), unreal.Rotator(0, 0, 0), unreal.Vector(100, 100, 100),
    sections_per_component=1, quads_per_section=63,
    component_count_x=8, component_count_y=8,
    landscape_label="WPLandscape", world_partition_grid_size=2)
  • The default world_partition_grid_size=0 keeps the single monolithic ALandscape (old behavior).
  • The call fails with an error if the level is not World Partition — the engine's grid split is a silent no-op there, so VibeUE refuses instead of pretending.
  • import_heightmap, sculpting, painting, and region edits are proxy-transparent: they resolve the parent ALandscape and fan updates out to every proxy sharing its landscape GUID. Nothing else in your workflow changes.

Blocky / faceted flat areas (plains)

Low-res source DEMs upsampled to landscape resolution show planar facets on flat terrain. Fixes, in order of preference:

  1. resize_heightmap(..., interpolation="bicubic") — now the default; re-run the resize+import if the landscape was built with an older (bilinear) resize.
  2. Increase blur_passes (20–40) on terrain_data generate_heightmap for plains-heavy regions.
  3. Material-level smoothing without touching heights: derive a world-space smoothed normal in the landscape material (see landscape-materials skill) when height data must stay pixel-exact.

Landscape Scale

  • Default scale (100, 100, 100) = 1 meter per unit
  • Larger Z scale = taller terrain range (e.g., Z=200 doubles height range)

⚠️ When importing real-world terrain from terrain_data, ALWAYS calculate Z scale:

z_scale = 20000 / height_scale

Do NOT hardcode Z scale. The height_scale from preview_elevation determines the correct Z scale.

Height Limits (uint16 Saturation)

The heightmap is uint16 (0–65535, midpoint 32768). Maximum world height depends on Z scale:

Z ScaleMax Height (world units)Min Height (world units)Total Range
100~25,599~-25,600~51,200
200~51,198~-51,200~102,400
50~12,800~-12,800~25,600

Formula: MaxHeight = (65535 - 32768) × (1/128) × ZScale

When sculpting pushes vertices to 0 or 65535, a saturation warning is logged. To increase range:

  • Increase landscape Z scale (halves vertical resolution)
  • Offset landscape Z location downward to use the full ±range

World Coordinates vs Landscape Coordinates

  • Most methods accept world coordinates (WorldX, WorldY)
  • get_height_in_region and set_height_in_region use landscape-local vertex indices
  • Heights in set_height_in_region are world-space Z values
  • Heights returned by get_height_in_region are world-space Z values

⚠️ GrassVariety Struct Properties Are Read-Only via Direct Assignment

GrassVariety (and its nested structs like PerPlatformFloat, FloatInterval, etc.) cannot be set via direct attribute assignment. You MUST use set_editor_property() for all properties.

# WRONG - raises "Property is read-only and cannot be set"
nv = unreal.GrassVariety()
nv.affect_distance_field_lighting = True
nv.grass_density.default = 50.0

# CORRECT - use set_editor_property and construct new struct instances
nv = unreal.GrassVariety()
nv.set_editor_property('affect_distance_field_lighting', True)
nv.set_editor_property('grass_density', unreal.PerPlatformFloat(default=50.0))
nv.set_editor_property('scale_x', unreal.FloatInterval(min=1.0, max=3.0))

This applies to ALL nested structs: PerPlatformFloat, PerPlatformInt, PerQualityLevelFloat, PerQualityLevelInt, FloatInterval, LightingChannels. Always construct a new struct instance with keyword args.

⚠️ Creating LandscapeGrassType Assets Requires AssetTools + Factory

LandscapeGrassType assets are NOT created via LandscapeService. Use AssetToolsHelpers with LandscapeGrassTypeFactory:

# WRONG - no such method exists
unreal.LandscapeService.create_grass_type("LGT_MyGrass", "/Game/Grass")

# CORRECT - use AssetTools + Factory
asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
factory = unreal.LandscapeGrassTypeFactory()
new_asset = asset_tools.create_asset("LGT_MyGrass", "/Game/Grass", unreal.LandscapeGrassType, factory)

⚠️ Use LandscapeMaterialService for Landscape Materials - NOT MaterialService

  • CORRECT: unreal.LandscapeMaterialService.create_landscape_material("M_Terrain", "/Game/Mats")
  • WRONG: unreal.MaterialService.create_material("M_Terrain", "/Game/Mats") → causes TypeError: Nativize: Cannot nativize 'MaterialCreateResult' as 'String'

MaterialService is for generic materials. Landscape materials MUST use LandscapeMaterialService.

Layer Info Objects Required

Every paint layer needs a ULandscapeLayerInfoObject asset:

  1. Create with LandscapeMaterialService.create_layer_info_object()
  2. ALWAYS store and use .asset_path from the result — never guess paths
  3. Naming convention is LI_<LayerName> (e.g., LI_Grass, LI_Rock) — NOT Grass_LayerInfo
  4. Then add to landscape with LandscapeService.add_layer(landscape_label, info.asset_path)

Material Must Be Compiled First

After creating/changing a landscape material, compile it before assigning to the landscape.

⚠️ Split Material Operations Into Separate Code Blocks

compile_material() can take minutes for complex landscape materials. NEVER combine material creation + compile + layer info creation in one code block — it WILL timeout.

Do this in separate steps:

  1. Block 1: Create material, add blend nodes, add layers, connect, save
  2. Block 2: compile_material() (this is slow)
  3. Block 3: Create layer info objects, assign to landscape

⚠️ Common Mistakes to Avoid

WRONGCORRECT
create_landscape(..., actor_label="X")create_landscape(..., landscape_label="X")
result.actor_pathresult.actor_label (no actor_path exists)
info.successCheck info.actor_label (no success field on info)
info.num_sectionsinfo.num_subsections
info.quads_per_sectioninfo.subsection_size_quads
MaterialService.create_material() for landscapesLandscapeMaterialService.create_landscape_material()
Guessing layer info path Grass_LayerInfoUse create_layer_info_object().asset_path → LI_Grass
segment.start_control_point_indexsegment.start_point_index (spline segment)
segment.end_control_point_indexsegment.end_point_index (spline segment)
layer.name on list_layers resultlayer.layer_name (LandscapeLayerInfo_Custom property)
LandscapeService.create_spline_control_point(...)LandscapeService.create_spline_point(...) (no "control" in name)
LandscapeMaterialService.add_material_layer(...)LandscapeMaterialService.add_layer_to_blend_node(...)
mat_path = create_landscape_material(...) as stringReturns LandscapeMaterialCreateResult — use result.asset_path
connect_spline_points(..., tangent_length=25.0) ignoring negative sourcePass tangent_length=seg.start_tangent_length, end_tangent_length=seg.end_tangent_length — both tangents are needed for exact shape
Only passing tangent_length to connect_spline_pointsMust also pass end_tangent_length=seg.end_tangent_length — end tangent is typically negative (UE convention). Omitting it defaults to -start_tangent which is usually correct for NEW splines, but when copying, always pass both explicitly
create_spline_point("L", location=vec)Parameter is world_location, NOT location: create_spline_point("L", world_location=vec)
modify_spline_point("L", 0, location=vec)Parameter is world_location, NOT location: modify_spline_point("L", 0, world_location=vec)
modify_spline_point(...) with wrong rotationUse auto_calc_rotation=False, rotation=pt.rotation to set exact rotation from get_spline_info
Setting rotation BEFORE connect_spline_pointsconnect_spline_points triggers auto-calc rotation — set rotations AFTER all segments are connected
pt.paint_layer_name on LandscapeSplinePointInfoProperty is pt.layer_name (NOT paint_layer_name) — paint_layer_name is the parameter name in create_spline_point
Reading weights right after painting and getting 0.0Weights are written to edit layer — reads use same path
spline_info.points on LandscapeSplineInfoProperty is spline_info.control_points (NOT points)
Not setting spline segment meshes after connectingUse set_spline_segment_meshes() to assign mesh entries (e.g. SM_River) — splines are green without meshes
Forgetting to set control point meshesUse set_spline_point_mesh() — control points can have their own static mesh
layer.asset_path on LandscapeLayerInfo_CustomProperty is layer.layer_info_path (NOT asset_path)
Guessing random offset like 110000 for side-by-sideCalculate: offset = (resolution - 1) * scale.x e.g. (1009-1)*100 = 100800
Using FoliageService.clear_all_foliage() thinking it only clears one landscapeclear_all_foliage() removes ALL foliage from the ENTIRE level — use remove_foliage_in_radius() or remove_all_foliage_of_type() to target specific areas
Manually scattering foliage to replicate a landscape that uses LandscapeGrassTypeIf foliage is procedural (from LandscapeGrassType on the material), just copy paint layers — foliage auto-generates from weights. Check if list_foliage_types() returns 0; if so, foliage is procedural.
Using terrain_data without resolution and getting 1081×1081Always pass resolution=N matching your landscape. Common values: 505, 1009, 1017, 2033
Assuming 1081×1081 heightmap will fit any landscape1081 requires 36×36 components which WILL timeout. Use resolution=1009 (8×8, 63q, 2s) instead
Importing a heightmap without checking dimensionsAlways call get_heightmap_dimensions() first, then resize_heightmap() if sizes don't match
Creating landscape then downloading heightmap (wrong order)Decide config → calculate resolution → download at that resolution → create landscape → import
info.scale_x on LandscapeInfo_Custominfo.scale.x — scale, location, rotation are Vector/Rotator structs, not flattened floats
Assuming a landscape is centered on its locationIt spans +X/+Y from its location (corner-anchored): bounds = location to location + (resolution-1)*scale. A landscape created at (0,0) with 505 res @ scale 100 covers (0,0)–(50400,50400); its center is (25200,25200)
create_layer_info_object("Grass", "/Game/X", "LI_Grass")Third param is a bool: create_layer_info_object(layer_name, destination_path, is_weight_blended=True) — passing a string asset name causes TypeError: Cannot nativize 'str' as 'bool'
AssetTools.create_asset(..., unreal.LandscapeLayerInfoObject, None) to make a layer infoYields a broken asset with LayerName=None, and layer_name is read-only from Python so it can't be fixed afterwards. Use LandscapeMaterialService.create_layer_info_object(layer_name, path) — or EditorAssetLibrary.duplicate_asset an existing LayerInfo, which keeps its baked LayerName
Retrying create_landscape after PYTHON_EXECUTION_TIMEOUTThe first call usually still completes in the background — check landscape_exists(label) before retrying (duplicate labels now return an error)
result.location on LandscapeCreateResultResult has ONLY success, actor_label, error_message — get location via get_landscape_info(label).location
result.resolution_x / .resolution_y on HeightmapImportResultThe field is result.resolution — a string like "1009x1009", not separate ints. Split it if you need numbers.
Treating get_height_at_location() as a floatIt returns a LandscapeHeightSample struct — use .height (float) and .valid (bool); float(sample) / f"{sample}" raise TypeError
delete_landscape(label) to clear a World-Partition landscapeIt returns False for LandscapeStreamingProxy actors. To wipe a level clean, also destroy proxies: [s.destroy_actor(a) for a in EditorActorSubsystem.get_all_level_actors() if isinstance(a, unreal.LandscapeStreamingProxy)] (a delete_all_landscapes() batch would be cleaner — not yet available)
info.component_count_x / info.component_count_yinfo.num_components is the TOTAL count (e.g. 64 for 8×8) — there are no per-axis fields
info.rotation.x (Rotator)Rotator fields are .roll / .pitch / .yaw — there is no .x/.y/.z on Rotator (only Vector has those)

Related Skills

TaskSkills to Load
Sculpt terrain onlylandscape
Simple painted material (LayerBlend)landscape + landscape-materials
Production auto-material (material functions, RVT, instances)landscape + landscape-auto-material
Material instance / biome configurationlandscape-auto-material
  • landscape-materials: Simple landscape materials with LandscapeLayerBlend nodes. Good for prototyping with 2-5 layers.
  • landscape-auto-material: Production-quality auto-materials using material functions, Runtime Virtual Textures, and material instances (Real_Landscape paradigm). Good for shipping quality.

When you need to create or modify the material applied to a landscape, load the appropriate material skill through GetSkills (AgentSkillToolset):

  • For simple materials: load landscape-materials
  • For production auto-materials: load landscape-auto-material

NOTE: For landscape material, texture, and layer blending operations, use LandscapeMaterialService (load the landscape-materials or landscape-auto-material skill).

Sample scripts (run via execute_python_code)

  • scripts/sculpt_terrain.txt — create a landscape and sculpt procedural mountain/valley features.