Learning Landscape Heightmaps and Sculpting Tools in Unreal Engine (Day 12)

I didn’t know landscapes could be edited outside Unreal Engine.

Heightmaps completely changed how I look at terrain creation.

Day 12 made landscapes feel less scary.

This post is part of my daily learning journey in game development.

I’m sharing what I learn each day — the basics, the confusion, and the real progress —
from the perspective of a beginner.

What I tried / learned today

On Day 12, I learned about landscape heightmaps and the landscape sculpting tools in Unreal Engine.

I understood that a heightmap is basically a grayscale image that controls the height of the terrain.

Dark areas are lower, light areas are higher.

I learned how to:

  • Import a heightmap while creating a landscape
  • Export a heightmap from an existing landscape
  • Modify terrain using landscape tools like Sculpt, Smooth, and Flatten

Using these tools, I could shape hills, smooth uneven areas, and control the overall terrain more precisely.

What confused me

At first, I was confused about how a simple black-and-white image could control terrain height.

I also didn’t fully understand which sculpting tool to use and when.

Using the wrong tool sometimes ruined the landscape shape.

What worked or finally clicked

Once I connected the idea of grayscale values to height, things became clear.

I also realized that sculpting is not about perfection.

Using low strength values and making small changes gave much better results.

Exporting and re-importing heightmaps helped me understand how landscapes can be edited and reused.

One lesson for beginners

  • Heightmaps control terrain using grayscale
  • Use sculpting tools slowly and gently
  • Small changes matter more than big ones
  • Practice is more important than perfect shapes

Slow progress — but I’m building a strong foundation.

If you’re also learning game development,
what was the first thing that confused you when you started?

See you in the next post 🎮🚀

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