QuadSpinner Gaea
Download GaeaTalk to Support
  • User Guide
  • Node Reference
  • Changelog
  • Home
  • Getting Started
    • Install Gaea
      • Regular Installation
      • Portable Installation
      • Mass Deployment
      • Troubleshooting
      • Version Numbers
      • Uninstall or Clean Install
    • License Management
      • Activation
      • Deactivation
      • Hardware Thumbprint
      • Floating License
    • User Interface
      • Graph
      • Viewport
        • Render Modes
        • 2D Viewport
        • Measurement Tools
      • Property Editor
        • Modifier Stack
        • Presets
        • Binding Variables
      • Data Editor
        • Terrain View
        • Export View
        • Automation View
      • Menus and Toolbars
        • Main Menu
        • Undo and Autosave
        • Graph Toolbar
        • Viewport Toolbar
        • Property Editor Toolbar
        • Data Editor Toolbar
      • Lazy Menu
      • Keyboard Shortcuts
    • The Graph
      • Procedural Workflow
      • Toolbox and Search
      • Lock Preview and Underlays
      • Suspending Engine
      • Graph Conveniences
      • Portals and Chokepoints
      • Organizing with Tabs
      • Annotations
      • Groups
    • Managing Gaea
      • Command-line Interface
      • Options
        • Compute
      • Autosave and Recovery
    • For Gaea 1 Users
      • Migration Guide
      • Node Changes
  • Using Gaea
    • Terrain Basics
      • Creating a Snow Mountain
      • Creating a Simple Landscape
      • Exporting Elements
      • Importing Meshes
      • Masks
      • Non-Determinism
      • Scale and Resolution
      • Memory Requirements
    • Crafting the Surface
      • Noises, Primitives, and Landscapes
      • Erosion
      • Surface Nodes
      • Transpose Shapes
    • Understanding Erosion
      • Erosion_2
      • Erosion_1
      • Thermal Erosion
      • Additional Erosion Nodes
      • Nuance
    • Simulations
      • Snowfall
      • Debris
      • Water
      • Vegetation
    • Colorizing and Textures
      • Crafting Masks
      • Working with SatMaps
      • Synthesizing Colors
      • Layering Textures
      • ColorErosion
    • Managing Graphs
      • Using Modifiers
      • Portals and Chokepoints
      • Visualizing Scale
      • Accumulators
      • Navigating Complex Graphs
    • Baking Nodes
      • Linchpin Nodes
    • Build and Export
      • Exporting Nodes
      • Build Options
        • Managing Regions
      • Tiled Builds
      • Using Regions
      • Profiles and Batch Builds
      • Batch Builds
      • Mesh Exports
        • Tangent-Space Normals and Warped Maps
      • Application Specific Export Nodes
        • Unreal Node
        • Unity Node
    • Importing Terrains
      • Universal Instructions
      • Software-specific Instructions
        • Unreal
      • Common Issues
  • Advanced Topics
    • Build Swarm
      • Creating Mutations
      • Build Reports
    • Technical Information
      • File Formats
      • Learning and Predictive System
      • Paths and Storage
      • Dimensions and Scale
      • Calculating Memory Requirements
    • Automation
      • Command Line Automation
      • Managing Input and Output
      • Building a Bridge with the CLI
  • Plugins
    • Gaea2Houdini
      • Installing Gaea2Houdini
      • Using Gaea Nodes
    • Gaea2Unreal
      • Installing Gaea2Unreal
      • Importing Terrains
      • Importing Weight Maps
  • Developers
    • Scripting and Expressions
      • Variables
      • Expressions
      • Math Node
    • TOR Platform SDK
  • Troubleshooting
    • Terrains
      • Common Errors
      • Terrain Quality
    • Diagnostics (Watson)
      • Diagnostics Package
      • CPU Only Mode
      • Benchmark Devices
Powered by GitBook
LogoLogo

Copyright © 2020-2025 QuadSpinner. All rights reserved.

On this page
  • Adding Inputs
  • Target Size and Format
  • Unreal Friendly Naming
  • Building
  1. Using Gaea
  2. Build and Export
  3. Application Specific Export Nodes

Unreal Node

PreviousApplication Specific Export NodesNextUnity Node

Last updated 2 months ago

The Unreal node is made to prepare your data to be imported into Unreal Engine very easily using the Gaea2Unreal bridge plugin. The Unreal node will resample the data to a Unreal friendly resolution (for example, a 2048 x 2048 build will become 2017 x 2017 to accommodate UE's considerations).

Adding Inputs

You can add multiple inputs to the Unreal node.

Target Size and Format

The node's Target Size property lets you select the resample size. It is recommended that you select your Gaea build resolution to be the closest to the size you need. Based on your current Build Resolution set in the Build Options, you will be given a recommended Target Size.

You can set the file format for all the exported files.

RAW is currently not fully supported. Both PNG and R16 are fully supported right now, but we recommend using PNG for maximum compatibility.

Unreal Friendly Naming

By default, the filename for each input is decided by the name of the node. You can rename a node to rename the output filename.

To use the Gaea2Unreal bridge, you should enable Unreal Friendly Naming. This will prefix T_ in front of masks and textures and H_ in front of the heightfield.

The heightfield should always be the primary input.

Building

When you build your terrain (See Build and Export) the Unreal node will save all the appropriate asset files along with a JSON definition file. This is the key file you will need for Importing Terrains.

See the next section on how to set up your exported terrain in Unreal Engine.

The Unreal Node can accept multiple inputs and save them for Unreal Engine consumption.
You can add additional Input Ports by dropping a connection in the middle of the Unreal node and selecting "Add new port"
You can also click the pink "Add Port" button in the Node Properties.