Real-world city builder · Unreal Engine 5.8

Turn any place on Earth into a to-scale Unreal level.

Give GeoScape a latitude and longitude. It fetches OpenStreetMap buildings & roads and global elevation, then builds a real Landscape with Nanite buildings and roads draped on it, ready for World Partition. No QGIS, no manual GeoJSON, no heightmap exports.

Free for noncommercial use · anywhere OpenStreetMap has coverage

GeoScape · Build Location UE 5.8
lat -33.9249
lon 18.4241
area 1.0 km
detail 6 m/vtx
build
fetch OpenStreetMap768 buildings · 841 roads
fetch elevationterrain-RGB tiles
import Landscape168×168 · ~44 m relief
extrude buildingsNanite · slope-aware
drape roads3,208 segments
batch cellsWorld Partition ready
central Cape Town, to scale · terrain + city · streamed + playable
// one coordinate → a whole city

You pick the place. GeoScape builds it, to scale.

One lat/long and an area size is the whole input. GeoScape sources the data, georeferences it, and generates editable Unreal geometry, no GIS pipeline to assemble.

sub.build_location(-33.9249, 18.4241, 1.0)
build result Cape Town · 1 km²
Real Landscape from global elevation
168×168 · ~44 m of relief
768 buildings at real heights
slope-aware Nanite extrusions
The road network, draped on terrain
3,208 segments · per-class widths
Batched for World Partition
one mesh + actor per cell
// how it works

A bounding box in. A finished level out.

GeoScape runs inside the editor. It fetches the real world for your area, then generates the geometry, no external pipeline to wrangle.

01

Pick a location

Enter a latitude, longitude, and area size in the GeoScape panel, or call it from Blueprint / Python.

02

GeoScape fetches the world

OpenStreetMap buildings & roads and global elevation for the bounding box, georeferenced automatically.

03

Terrain + city, generated

A real Landscape with slope-aware Nanite buildings and draped roads, batched for World Partition streaming.

lat / long + area
bounding box
Fetch + generate
OSM + elevation
in-editor
To-scale level
Landscape · Nanite
World Partition
// three layers, generated

Terrain, buildings, and roads, from real data.

Each layer is editable Unreal geometry, not a baked mesh dump, and everything is batched into cells for streaming.

Terrain

A real ALandscape from global elevation tiles, sized to your bounding box with an auto-chosen Z scale.

real elevationauto-scaled

Buildings

OpenStreetMap footprints extruded at real heights, slope-aware so nothing floats or buries on a hill. Baked to Nanite.

real heightsNanite

Roads

Centerlines become draped ribbons at per-class widths, lifted above the terrain and two-sided so they read from any angle.

drapedper-class widths
// why it's different

The manual GIS pipeline, collapsed to one button.

GeoScape
Manual real-world workflow
data sourcing
Auto-fetched from a lat/long
-Hunt down GIS portals, export GeoJSON, download DEMs
georeferencing
Automatic, works anywhere on Earth
-Manage UTM zones, projections, alignment by hand
terrain
Real Landscape, built + scaled for you
-Convert DEM → heightmap → import, tune scale
geometry
Slope-aware Nanite buildings + draped roads
-Model or hand-place everything yourself
streaming
Pre-batched into cells for World Partition + HLODs
-Organize actors for streaming yourself
// flexible data

Live fetch, or bring your own.

GeoScape ships pointed at public OpenStreetMap and elevation sources, but every source, projection, and field name is configurable, so your own data and providers slot right in.

Your own GeoJSON

Parse a GeoJSON FeatureCollection, building polygons and road lines, from any city open-data portal or export.

Configurable field mapping

Tell GeoScape which properties carry height, storeys, width, or lanes, so any provider's schema resolves correctly.

Swappable endpoints

Point the Overpass and elevation URLs at your own mirror or a commercial provider for production and bulk use.

Blueprint & Python API

Drive the whole pipeline from a subsystem call, for batching many locations or wiring into your own tools.

Earth
anywhere OSM covers
3
layers: terrain · buildings · roads
Nanite
World Partition ready
5.8
Unreal Engine
// pricing

Free to explore. Licensed to ship.

Full functionality on both tiers. Commercial use requires a paid license. Map data carries its own licenses, see below.

Noncommercial
Free
Personal, learning & research
Get GeoScape · free
Full terrain, buildings & roads generation
Live fetch + bring-your-own-data
Blueprint & Python API
Community support
COMMERCIAL
Commercial
$99/ seat
Perpetual — one-time, no subscription
Buy a license
Everything in noncommercial
Rights to ship commercial titles & client work
Perpetual license — one-time, no subscription
Volume discounts for teams & studios
Priority support

A license covers GeoScape's software. The map data it downloads is licensed separately by its sources, most notably OpenStreetMap data under the ODbL, which has attribution & share-alike terms you must follow in anything you distribute.