terrain-data
🧠 Brains complement: IF an
unreal-engine-skills-managertool (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)
preview_elevation— fetch elevation stats + suggested settings. ReturnssuggestedZScale,suggestedXYScales(resolution → XY scale), height range.generate_heightmap— generate the 16-bit PNG using suggested settings- (optional)
get_map_image— satellite/topo reference image for the same area attach_image— attach the satellite image so you can see the terrain colors and features for material/painting decisions- Import into UE5 using the
landscapeskill
⚠️ 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)