Calculate the real world sizes of the default landscapes in Unreal Engine
I was looking for a guide for the equivalent real-world sizes of the default landscapes in Unreal Engine (going by default scale settings), but I have not been able to find one, so I have created one below.
(Update: These measurements apply the same to Unreal Engine 5 as well as Unreal Engine 4).
As all default landscape tiles are square to work out its total area you just need to square its height or width value. E.g 56 m squared = 3136 m (total area).
All measurements in the table below are Width or Length apart from total quads.
Landscape Tile Size
Quads per row
7×7 Quads in 8×8 Components
15×15 Quads in 8×8 Components
31×31 Quads in 8×8 Components
63×63 Quads in 8×8 Components
127×127 Quads in 8×8 Components
255×255 Quads in 8×8 Components
Landscape Tiles and Calculating their Size
Please see below for how I worked out the values in the table above.
I’ve used the Quad settings that you are provided with when initially selecting a size for the landscape to be created (not the verts after the landscape tile has been created) for I wish to know the size before I create the landscape (but perhaps verts will be in another post :)
One of the things a little tricky with Unreal Engine is working out the equivalent real-world sizes of landscapes and there is a surprisingly large amount of discussion for how to do this – for example this thread.
Also when first creating a landscape it’s not possible to associate a default size with a landscape component, for a component can have different amounts of quads. This is because of how landscapes are broken up into Quads, Sections and Components (which make up one complete landscape tile).
Before moving further it’s important to know how landscape tiles are broken down into smaller parts.
Landscape Breakdown: Example below for Smallest Default Landscape Tile
1 component has 7×7 quads (see image below). (As mentioned the number of quads in a component can change).
This landscape tile is made up of 8×8 components.
The component can have 1 or 2 sections (image below is the default 1 section, but 2 doubles the overall quads).
So this overall landscape tile has 64 components and 3136 Quads.
(You can go smaller than this landscape, but for simplicity, I’ll only reference Unreal default Landscape sizes.)
Each Component can have a different number of Quads and the default sizes are 7×7, 15×15, 31×31, 63×63, 127×127 and 255×255 quads, but all these sizes by default are still set to 8×8 Components.
So simply, your component size is larger depending on how many quads it has.
And therefore it’s not possible to say that 1 component = 1000 cm, because components can have a different numbers of quads.
Unreal Engine Landscape Smallest Possible Unit:
Unreal Landscape tile sizes all default to squares (as this is the most efficient size in Unreal and allows for mipmapping). But as mentioned sizes of components change, so instead let’s look at quads.
Landscapes are made up of quads that are 1uu Squared (Unreal Unit) and (for some reason) landscapes are scaled by 100x and this means 1uu = 1 Meter per Quad. Or if thinking in real world terms 1 cm = 100 cm (squared).
Let’s check if this matches the scale of a cuboid.
In Blender I set the default cube dimensions to: X = 2m Y = 10m Z = 2m
I only need to pay attention to the Y dimension of 10m.
Now for example, if I have 10 of these cuboids lined up the Y dimension will be 100 meters.
Below is the same cuboid exported from Blender into Unreal Engine. The dimensions in Unreal are now 200x1000x200. – So the meters have been converted into CMs. Cuboid Y Dimension: 1000 cm = 1 m
UNREAL LANDSCAPE SIZES
In Unreal Engine I created a landscape using the smallest default setting. – As mentioned this is 7×7 Quads by 8×8 components.
Then duplicated the cuboid across until they filled the level. In this first case, it was 5 full cuboids and then the final cuboid had just under half go off the map.
For the final cuboid I amended the Y axis dimension to 0.6 and it fitted onto the map. So its size changed to 600 cm (from 1000 cm). So the cuboids crossed the full width (and length) of the map.
So 5.6 Cuboids = 5600 cm and this landscape size must be 5600 cm in width or length and to confirm this see the calculation below.
The smallest default landscape size is 5600 cm or 56 meters in length or width.
7×7 Quads by 8×8 Components:
7 (Quads per component) x 8 (Components) = 56 Quads (in a row).
56 (Quads in row) scaled by 100x comes in at 5600 cm or 56 meters
5600 (cm) divided by 56 (quads) = 100.
1 Quad = 100 cm or 1 meter.
Default Landscape Total Size = 56 meters Squared.
Default Landscape Total Size = 0.056 km.
1 km = 1000 meters so 56 / 1000 = 0.056km.
The Next Default Landscape Size:
15×15 Quads in 8×8 Components:
15 (Quads per component) x 8 (Components) = 120 Quads (in a row).
120 (Quads in row) scaled by 100x comes in at 12000 cm or 120 meters.
Final Double Check:
It is possible to measure the distance in top view using the middle mouse button and dragging from one point to another. And this does confirm the dimensions I calculated are correct… (But please note: The measuring tool has no options to snap to edges or to 90 or 45-degree angles, so there is a little eyeballing involved which makes it not a completely accurate tool to use).
But for the following sizes, I simply used the drag tool to show what each size calculates to.
First Default Landscape Size:
A row of 7 x 8 Quads = 56 or 5600 (if by a scale of 100x) As you can see above the measurement is coming to 5600.
If you have any questions or think I need to make some corrections please do make a comment below. Thanks.
ONE FINAL NOTE: Any size of a landscape could be calculated differently – For example a row of 8 components with 15 Quads per component = 120 Quads. This can then be calculated to the equivalent of 120 meters or 12000 Cm, but if your objects use a different scale and you go by that scale then the size of the landscape could be calculated differently! Although I am not sure why you would want to do that, but it’s just something to bear in mind!