--- name: project-island-terrain-design description: Design decisions for the downloadable-island terrain system (replaces Unreal Landscape) metadata: node_type: memory type: project originSessionId: 38ffbfc6-93fe-4670-9015-1be594a56944 --- Game concept: like visiting Animal Crossing islands — client downloads an island (heightfield + weightmaps) from a server and builds terrain at runtime in a packaged build. Stock Landscape is unusable (editor-only construction). Terrain is smooth sculpted hills (heightfield, NOT voxels, NOT tile-based). Islands can be large (multi-km); ~5s load budget is fine. Decisions as of 2026-06-11: - **Patches**: 256×256 quads = 257×257 vertices, driven by a 257×257 non-mipped height texture region (possibly a sub-rect of one big island texture — left open). - **LOD**: 3 levels (interiors 256/128/64 segments), but patch *edges always stay at full 257-vertex resolution* — only interiors decimate. Any two neighbor LODs fit seamlessly by construction; no stitching, no neighbor bookkeeping. Transition ring fans coarse interior to full-res edge (the tricky indexing part). - **One shared mesh**: a single flat (z=0) UStaticMesh with 3 LODs, built at runtime via FMeshDescription + BuildFromMeshDescriptions(bFastBuild=true), cached lazily in a GameInstanceSubsystem. Rendered via HISM instances (one per patch); HISM auto per-instance LOD selection is safe thanks to edge-preserving LODs. - **Displacement**: material WPO samples height texture (explicit mip 0, point filter, +half-texel offset). UVs NOT stored in mesh — derived from world position minus island origin (material params). No per-instance custom data needed. Pixel shader: splat weightmaps + heightfield-derived normal map (those DO get mips; weightmaps sized 4096², not 4097, so BC compression works). - **Collision**: custom UPrimitiveComponent wrapping Chaos::FHeightField (no cook, ~ms build, built from the same uint16 samples; crib from LandscapeCollision.cpp:1049). Nobody public has done this (verified via Sourcegraph 2026-06); trimesh PMC path is scaffolding only. Heightfield wins on memory (34MB vs GBs at 4097²) and query speed. - **Height data**: uint16 grid, Landscape convention ((worldZ/scale)+32768). - **Lumen**: project doesn't use it (no RendererSettings overrides; default GI=None). Flat-proxy WPO terrain is incompatible-ish with Lumen — accepted, documented risk. - Heightfield texture is NOT mipmapped (LODs sample full-res at sparse points — exact vs collision; Landscape instead resamples mips + geomorphs, [[its choice]]). Code so far: `Source/Integration/TerrainPatch.h/cpp` — USTRUCT FlxTerrainPatch with stubbed static MakePatch() (returns UStaticMesh*) and editor-only SavePatch() (writes uasset for debugging; game always generates dynamically).