Complete comparison: Manual Sculpting vs Heightmaps vs Procedural vs Stamps
There are four primary approaches to creating landscapes in Unreal Engine 5. Each has distinct advantages and ideal use cases. This guide helps you choose the right method for your project based on your goals, timeline, and desired aesthetic.
Using UE5's built-in sculpting tools to hand-craft terrain directly in the editor.
Creating terrain in external tools (Gaea, World Machine) and importing as heightmaps.
Using PCG (Procedural Content Generation) or blueprints to generate terrain algorithmically.
Using pre-made stamps (like Landstamp Pro) to quickly place realistic terrain features.
| Feature | Manual Sculpting | Heightmap Import | Procedural | Stamps |
|---|---|---|---|---|
| Speed | Very Slow | Slow | Fast (after setup) | Very Fast |
| Quality | Variable | Excellent | Good | Very Good |
| Learning Curve | Easy | Hard | Very Hard | Very Easy |
| Artistic Control | Total | High | Limited | High |
| Scalability | Poor | Medium | Excellent | Very Good |
| Iteration Speed | Good | Slow | Good | Excellent |
| Cost | $0 (Built-in) | $99+ (External tools) | $0 (Built-in) | $20-50 (Stamp packs) |
Answer these questions to find your ideal approach:
Most professional developers use a combination of methods:
This gives you speed + quality + control. Learn more in our Landstamp vs Manual Sculpting comparison.
Check out our landscape creation tools and asset packs