My current .hda is referencing a file cache of the combined and eroded heightfields. It resamples the heightfield, remaps it to the height range I want, and pipes to an output.
I try rebuilding and recooking the asset in Unreal, but nothing is shown. I've wired a polygon sphere to the output of the .hda to confirm the pipeline works and the sphere shows up in Unreal.
The heightfield has mask and height layers on its primitives, as required (along with bedrock, sediment, debris, and water layers from the erode nodes).
The heightfield shows up in my geo context.
Any advice on where to look for specifics about what Unreal needs for import? My ultimate goal is to use World Partition and my terrain generation .hda. Currently the terrain is 4000x4000 meters, but I would like to know how to segment it if needed for larger sets.
I've watched through the Project Pegasus video tutorials, and downloaded the example files, but I don't see where the differences are between mine and theirs. I also don't want to use exactly their pipeline, so if there is good text documentation about how to currently import heightfields into Unreal, please share if you have time.
I've attached the hda, but it references a large cached heightfield. Any plugged in heightfield should work as a proxy.