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Example exporter usage (still some bugs with certain meshes) test.mp4Parts of the video are sped up 16x to make the video shorter, the real export time was around 5 mins |
h4lfheart
self-requested a review
May 31, 2026 21:33
# Conflicts: # FortnitePorting/Models/Map/WorldPartitionMap.cs
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Been super busy recently, will get the chance to look at this soon hopefully. |
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Same |
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Adds a Geometry Heightmap exporter to the Map view. The exporter collects selected world partition geometry, attempts to remove non-collision objects, then rasterizes it into a top-down 16-bit PNG heightmap. Includes optional terrain-bounds clipping, Spawn Island inclusion, terrain-only heightmap export, and a debug report output. Exported resolution options from 512 to 32768
Export Usage
Inlude Main LevelAFTER selecing the grid cells.Actors,Instanced & Foliage Actors, andLandscapeenabled, withHLODsdisabled.Bounds,Spawn,Terrain, andReport, then hit Generate.Options
Boundsclips all geometry in the heightmap to the terrain bounds, preventing far away meshses from drastically zooming out the heightmap.Spawnincludes detected Spawn Island packages and disables any crop-to-main-island functions. Enabled = include spawn island, Disabled = no spawn islandTerrainwritesterrainmap.pngalongside the heightmap to the export folder. The terrainmap doesent get populated with buildings,trees,etc - so only represents terrain.Reportwritesheightmap-report.jsonwith generation settings, filtered mesh counts, skipped mesh counts, warnings, etc to the export folder, used for debugging.