How to Import Heightmaps into UE5: Step-by-Step Tutorial
Published: February 13, 2026
Reading Time: 7 minutes
Tags: Tutorial, Heightmaps, Landscape, Import, Beginners
Heightmaps are the fastest way to create large-scale terrain in Unreal Engine 5. Whether you’ve generated your own or purchased a pack, this guide walks you through importing heightmaps correctly.
What is a Heightmap?
A heightmap is a grayscale image where:
- White pixels = highest elevation
- Black pixels = lowest elevation
- Gray values = everything in between
When imported into UE5, this 2D image becomes 3D terrain.
Technical Requirements
For best results:
- Format: 16-bit PNG or RAW (16-bit preferred for detail)
- Resolution: Power of 2 plus 1 (1025, 2049, 4097, 8193)
- Color mode: Grayscale
- Bit depth: 16-bit (65,536 height levels)
Method 1: Import New Landscape
Step 1: Open Landscape Mode
- Open your UE5 project
- Create a new level or open existing
- Press Shift+3 or click Landscape in mode toolbar
Step 2: Select Import Tab
- In Landscape panel, click Import from File tab
- You’ll see heightmap import settings
Step 3: Choose Your Heightmap
- Click … next to Heightmap File
- Browse to your heightmap PNG or RAW
- Select and open
Section Size: 63x63 quads (standard)
- Smaller = more components, finer control
- Larger = fewer components, better performance
Sections Per Component: 1x1 or 2x2
- 1x1 for smaller landscapes
- 2x2 for larger landscapes
Number of Components: Auto-calculated from heightmap resolution
Overall Resolution: Shows total vertices
Step 5: Set Scale
Location: Where landscape center will be
Scale:
- X/Y: 100 = 1 meter per vertex (standard)
- Z: Controls vertical scale
- Start with 100
- Increase for taller mountains
- Decrease for flatter terrain
Step 6: Verify Dimensions
Check the calculated size:
- For a 4097x4097 heightmap at 100 scale:
Adjust scale if needed for your game.
Step 7: Import
Click Import and wait.
For large heightmaps (8K), this may take a minute.
Result: Your heightmap is now a 3D landscape!
Method 2: Import Layer from Heightmap
If you already have a landscape and want to add heightmap data:
Step 1: Select Existing Landscape
Click your landscape in the viewport or World Outliner.
Step 2: Open Import Options
- Landscape mode
- Sculpt tab
- Right-click on landscape
- Select “Import Heightmap”
Step 3: Choose Heightmap
Select your heightmap file.
Important: Heightmap resolution must match your landscape resolution exactly.
Step 4: Apply
The heightmap data replaces your current terrain.
Troubleshooting Common Issues
Issue: Landscape is Flat
Cause: Z scale too low or heightmap has no contrast
Fix:
- Increase Z scale to 200-500
- Check heightmap in image editor (should have black to white range)
- Adjust levels in Photoshop/GIMP to increase contrast
Issue: Terrain is Too Tall/Short
Cause: Z scale mismatch
Fix:
- Too tall: Reduce Z scale
- Too short: Increase Z scale
- Start at 100, adjust by 50 until correct
Issue: Resolution Mismatch Error
Cause: Heightmap dimensions don’t match component setup
Fix:
- Check your heightmap resolution
- Adjust sections and components to match
- Use power-of-2-plus-1 dimensions (1025, 2049, 4097, 8193)
Issue: Seams or Cracks in Landscape
Cause: Component boundaries not matching
Fix:
- Ensure heightmap edges are seamless
- Rebuild landscape LODs
- Check section size settings
Issue: Blocky/Pixelated Terrain
Cause: Heightmap resolution too low
Fix:
- Use higher resolution heightmap
- 8K heightmaps for AAA quality
- 4K minimum for production
Issue: Import Taking Forever
Cause: Large heightmap + many components
Fix:
- Be patient (8K heightmaps take time)
- Use fewer sections per component
- Consider starting with lower resolution for testing
Resolution Guide
Match heightmap to your project needs:
| Resolution |
Landscape Size |
Best For |
| 1K (1025) |
~1km x 1km |
Prototypes, small areas |
| 2K (2049) |
~2km x 2km |
Medium levels, indie games |
| 4K (4097) |
~4km x 4km |
Large worlds, detailed terrain |
| 8K (8193) |
~8km x 8km |
Massive worlds, AAA quality |
Scaling Math
At default scale (100):
- Each vertex = 1 meter apart
- 1025 vertices = ~1km
- 4097 vertices = ~4km
- 8193 vertices = ~8km
Adjust X/Y scale to change physical size:
- Scale 50 = 0.5 meters/vertex (2x larger in world)
- Scale 200 = 2 meters/vertex (2x smaller in world)
Using Heightmap Packs
Professional packs like Massive Open World Landscape Pack include multiple resolutions. Here’s how to use them:
Step 1: Choose Starting Resolution
For development:
- Start with 2K version
- Fast iteration
- Same topology, less detail
For production:
- Switch to 4K or 8K
- Full detail
- Same topology, maximum quality
Step 2: Use Included Projects
Many packs include complete UE5 projects:
- Open the project file
- Landscape already imported
- Materials already applied
- Ready to customize
This skips import entirely!
Step 3: Apply AutoMaterial
If the pack includes an AutoMaterial:
- Select landscape
- In Details, find Landscape Material
- Apply the included material instance
- Terrain automatically textured
Post-Import Steps
After importing:
1. Apply Material
Bare landscape needs texturing:
- Use pack’s AutoMaterial if included
- Create your own landscape material
- Apply Megascans materials
2. Adjust Scale
Play-test to verify scale feels right:
- Walk around as player
- Check mountain heights
- Adjust Z scale if needed
3. Add World Partition
For large landscapes:
- Enable World Partition in World Settings
- Let UE5 split landscape into streaming cells
- Essential for performance
4. Enable Nanite
If using Nanite meshes on landscape:
- Select landscape
- Enable Nanite support
- Rebuild
5. Add Foliage
Empty terrain needs life:
- Use PCG for procedural placement
- Paint foliage manually
- Add Megascans vegetation
Complete Workflow Example
Let’s import a 4K heightmap from Massive Open World Landscape Pack:
Step 1: Preparation
- Create new UE5 project
- Open empty level
- Enable Water plugin (for island maps)
Step 2: Import
- Landscape mode (Shift+3)
- Import from File tab
- Select “OpenWorld5_4K.png”
- Section Size: 63x63
- Sections Per Component: 2x2
- Scale: X=100, Y=100, Z=150
- Import
Step 3: Material
- Select landscape
- Apply M_AutoMaterial_Inst
- Terrain auto-painted
Step 4: Water
- Place Water Body Ocean actor
- Position at sea level
- Island now surrounded by water
Step 5: Polish
- Adjust lighting (Directional Light)
- Add Sky Atmosphere
- Enable fog
- Play and verify scale
Result: Playable island world in 15 minutes.
Tips for Best Results
Preview Before Import
Open heightmap in image editor:
- Check for artifacts
- Verify contrast range
- Identify features (mountains, valleys)
Start Small, Scale Up
- Import 1K for initial testing
- Verify it’s the right map
- Upgrade to 4K/8K for production
Keep Original Heightmaps
Never modify originals:
- Copy to project folder
- Work on copies
- Keep pristine backups
Document Your Settings
Record what worked:
- Z scale used
- Component settings
- Material applied
Makes reimporting consistent.
Conclusion
Importing heightmaps into UE5 is straightforward once you know the process:
- Get quality heightmaps (Massive Open World Landscape Pack)
- Configure import settings correctly
- Apply materials for instant texturing
- Add water and foliage
Skip the terrain generation grind. Import professional heightmaps and start building your game.
Get Massive Open World Landscape Pack →
More terrain tutorials: Creating terrain from scratch and best terrain tools.