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No. 0522 AR ArtEQLabs Pro

Landscape Layer Debugger

UE 5.4–5.85/52.0.5

Module: Art · Category: EnvironmentArt · Tool ID: LandscapeLayerDebugger

Walks every ALandscapeProxy in the level and surfaces paint layer health: layers exceeding per-component blend limits, unused layers wasting weight-map slots, components missing material assignments. Each issue can be navigated to (the underlying landscape and component get pinged), and unused layers can be removed in place.

Debugger open with a multi-layer landscape selected, landscape list on the left with component/layer counts, issues list on the right showing mixed severities.
Debugger open with a multi-layer landscape selected, landscape list on the left with component/layer counts, issues list on the right showing mixed severities.
  • Performance pass on a heavily-painted landscape: weight maps cost shader slots, every unused layer is overhead
  • Pre-cook check: confirming all painted layers have material assignments
  • Inheriting a landscape and wanting to see how many layers were authored vs. actually used
  • Finding the source of “shader compile time blew up” issues: usually a landscape with too many active layers
  • Don’t use this for landscape mesh / heightmap analysis. It’s paint-layer-specific.
  • Don’t expect this to author layers. Paint layer authoring lives in UE’s Landscape mode.
  1. Open the EQLabs Hub and search for Landscape (or browse to Art → EnvironmentArt).
  2. Click the tool card.
  3. Make sure a level with landscape is loaded.
  4. Click Scan Landscapes.

The panel is split into two list views:

ColumnWhat it shows
NameLandscape actor name
ComponentsComponent count
LayersTotal paint layer count
Max Layers/ComponentHighest layer count on any single component
Layer NamesComma-joined list of paint layer names
Material AssignmentsMaterial(s) assigned to the landscape
ColumnWhat it shows
LandscapeWhich landscape the issue belongs to
LayerSpecific layer name (when issue is layer-specific)
IssueDescription of the problem
SeverityError / Warning / Info
ActionsPer-row action — typically Remove Unused Layer for unused-layer rows
SeverityIssue
ErrorComponent exceeds the per-component layer blend limit (typically 8)
WarningLayer is painted but assignment to material is broken or missing
InfoLayer exists but is never actually painted on any component (unused)
Issues list with several "Unused Layer" rows visible, one selected showing the Remove action button.
Issues list with several "Unused Layer" rows visible, one selected showing the Remove action button.

Click Scan Landscapes. Both lists populate.

Per-component layer-limit Error rows are the most likely shader-compile issue. Each one tells you which component on which landscape has too many layers.

Info-severity rows for unused layers can be removed in place via the per-row action button. Removing them frees weight-map slots immediately.

Confirm the issue list shrinks. Save the level.

FieldWhat it doesDefault
Max Layer Warning ThresholdPer-component layer count that triggers a Warning8

Settings are persisted to [Project]/Saved/EQLabs/Settings/LandscapeLayerDebugger.json.

  • Two in-panel lists. Landscapes and issues, cleared on each rescan.
  • Layer removal. Remove Unused Layer modifies the landscape directly. Marked dirty until Save.
  • Undo. Wrapped in ScopedTransaction, reversible with Ctrl+Z.
  • Per-component layer limits are platform-dependent. Most platforms cap at 8 active layers per component. Mobile typically caps at 4. Check your project settings if unsure.
  • An “unused” layer might be intentional. Sometimes layers are kept around as authoring placeholders or for future paint passes. The tool flags them; you decide whether to remove.
  • Material assignment Warnings are usually broken references. Fix them in the Landscape’s material slot, not in this tool.
  • Single-click pings the landscape; double-click opens the landscape’s actor properties for further inspection.
  • Foliage Placement Analyzer — the foliage-side counterpart for environment art performance
  • Material Layer Studio. For the material side of landscape layer authoring.
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