What problem does it solve? Building large outdoor terrain in Unreal Engine 5.8 involves many interdependent decisions—heightmap dimensions, component topology, Edit Layers, materials, foliage, Nanite, collision, and World Partition streaming—and mistakes in any of them cause seams, stale proxies, broken navigation, or blown performance budgets. This Skill provides operational guidance that routes each terrain task to the correct reference and enforces production-grade validation. ## Core Features & Use Cases - Terrain topology and scale planning: Choose valid heightmap resolutions, component/section layouts, and XY/Z scale derived from world extent and gameplay needs. - Non-destructive authoring: Structure Edit Layer stacks, Landscape Splines, and Patches so sculpt, paint, and procedural edits stay reversible and owned. - Materials, foliage, and streaming: Define Target Layer contracts with physical surfaces, assign one vegetation owner per population, and integrate Nanite, RVT, collision, and World Partition with measured budgets. - Use Case: You are importing a tiled 16-bit heightmap for an open-world map. The Skill walks you through Z-scale calculation, Flip Y verification, seam checks, graybox traversal validation, and a cooked-build profiling gate before committing the full world. ## Quick Start Use $unreal-landscape to plan and validate the Landscape topology, Edit Layer stack, and streaming setup for my open-world map before I import the heightmap tiles.