Before you start
Open your Unreal Engine 5.8 project with EONFORM enabled. The plugin declares dependencies on Mesh Partition, PCG and Water; make sure the required plugins are available and restart the editor if prompted.
Open a level in which you want to generate terrain, then choose Tools → EONFORM.
Create a terrain graph
- In the Terrain Graph toolbar, choose New and create a graph asset. Use Save as you work.
- Right-click the graph, add a Perlin node from Primitive, and connect its Out pin to the Terrain Output input.
- Select Perlin to adjust its settings in the parameter panel. Keep the final terrain result connected to Terrain Output.
An empty, unconnected graph evaluates as flat terrain. A graph with terrain nodes needs one valid terrain connection to Terrain Output.
Preview, then generate
- In Terrain Output, choose the world width and depth in kilometres, elevation scale in metres, and a final resolution. Start modestly while experimenting.
- Choose Refresh Preview to evaluate the bounded, whole-world editor preview.
- In Mesh Terrain Regions, select a cell such as A1 and choose Generate Selected. Wait for mesh finalisation and inspect the generated region in the level viewport.
- Save the graph and your level. Select a loaded region and choose Unload Selected when you no longer want it loaded.
Previewing does not load Mesh Terrain regions. Opening or editing a graph does not automatically solve the whole world.
Selected-region output can still require an expensive full-world calculation for globally coupled processes. A completed terrain commit does not guarantee that the viewport has finished updating.