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Updated Tutorial: Importing Real-World Heightmaps into Unreal Engine 5 In this updated tutorial, you'll learn how to import real-world location heightmaps into Unreal Engine 5 to create realistic landscapes. We start in Quadspinner Gaea 2.0, where we enhance the terrain by refining the heightmap and generating material and foliage masks. Then, we bring everything into Unreal Engine, apply the masks for fast and effective texturing, and use PCG (Procedural Content Generation) to automatically populate the environment with foliage assets. Height Map tool ⇩ https://manticorp.github.io/unrealhei... Gumroad Link to project files ⇩ https://natedotfbx.gumroad.com/l/Gaea... ✅ Ideal for environment artists and level designers 🎮 Works great for open-world and photorealistic projects 🛠️ Tools used: Gaea 2.0, Unreal Engine 5, PCG Support me on Kofi ⇩ https://ko-fi.com/natefbx Intro music by: https://www.steven-obrien.net/ -------------------------- skimmed - Steven O'Brien 0:00 - Intro 0:55 - Collecting Satellite Heightmaps 3:32 - Gaea 2.0 Landscape Shaping 15:40 - Gaea 2.0 Material Masks 21:46 - Gaea 2.0 Vegetation Masks 36:17 - Gaea 2.0 Texturing for Pre-Visualization 45:06 - Gaea 2.0 Building (Export) 49:39 - UE5.5 Landscape Import 55:40 - UE5.5 RVT Setup 01:04:19 - UE5.5 Grass Map Setup 01:10:00 - UE5.5 Water Plugin Setup 01:16:11 - PCG River Visualization 01:19:13 - UE5.5 Adding Collision in PCGs vs Grass Maps 01:20:09 - Adding PCG Placeholder Trees 01:22:48 - Import Gaea Masks into PCG 01:24:53 - Basic Structure of PCG Graph 01:27:44 - PCG Graph Parameters and Attributes 01:29:50 - Importing Megascans Assets 01:31:23 - Replacing PCG Assets with New Imports 01:32:56 - Fixing Gray Megascans Materials 01:38:04 - Creating a Structure to Store PCG Settings 01:41:15 - Adjusting PCG Settings 01:43:58 - Adjusting Grass Types 01:45:03 - Outro