terrain-data

Installation
SKILL.md

🧠 Brains complement: IF an unreal-engine-skills-manager tool (external MCP) exists in this session, call it with {action: "load", skill: "landscape-and-foliage"} for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.

Real-World Terrain Skill

Generates heightmaps and water feature splines from real geographic coordinates via the terrain_data MCP tool. The tool downloads Mapbox tiles server-side and writes UE5-compatible heightmaps + landscape splines into the project's Saved/Terrain/ folder — no API key or chat configuration is required.

Workflow

Heightmap (always run first)

  1. preview_elevation — fetch elevation stats + suggested settings. Returns suggestedZScale, suggestedXYScales (resolution → XY scale), height range.
  2. generate_heightmap — generate the 16-bit PNG using suggested settings
  3. (optional) get_map_image — satellite/topo reference image for the same area
  4. attach_image — attach the satellite image so you can see the terrain colors and features for material/painting decisions
  5. Import into UE5 using the landscape skill

⚠️ CRITICAL — Landscape Scale: When creating the landscape, use suggestedXYScales[resolution] from step 1 as the X and Y scale. Do NOT use the default value of 100. Use suggestedZScale for the Z scale. Example: scale=unreal.Vector(suggestedXYScales["1009"], suggestedXYScales["1009"], suggestedZScale)

Installs
1
GitHub Stars
782
First Seen
Jun 26, 2026