Height Remap option with the Unreal node

Hello,

I have a question about using the Height Remap option with the Unreal node.

I am currently creating terrains using Unreal Engine and Gaea 2. My workflow is to create a simple terrain in Unreal, export it to Gaea for further editing, and then export it back to Unreal.

However, when I connect the Unreal node at the end of my node graph, the terrain height starts to change compared to the original. In the viewport, adjusting the Height Remap values in the Unreal node seems to visually match the original terrain height, but after building and importing back into Unreal, the height and overall elevation no longer match the original terrain. This causes significant issues in my workflow.

Am I using the Height Remap option incorrectly? Or does modifying Height Remap in the Unreal node not actually preserve the original height values?

What would be the correct workflow to ensure that a terrain exported from Unreal, edited in Gaea, and then re-imported, maintains exactly the same height and elevation?

It seems that simply connecting the Unreal node is not enough to achieve an accurate round-trip back into Unreal.

Any guidance would be greatly appreciated. Thank you.

The /Unreal node will auto level the output to ready it for Unreal Engine.

The bigger issue here however is that round tripping with UE isn’t really that practical for this workflow.

You can attempt it

Just be aware of Unreal’s remapping requirements every time you go in and out again

You can see here the manual method to see how unreal will remap -256 > 256 range, you must essentially do this process backward.

The other is that unreal resolution is lower than the typical power of two.

You would be reducing the quality of the resolution every roundtrip.

You can build a Gaea workflow that reintroduces quality every time, just be aware of these things

For remapping the auto level you could potentially use /match node as well

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