Project Pegasus's goal was to utilize Unreal 5 features, such as Nanite, and push for a high level of detail. The team developed a workflow for generating procedural cliffs to add additional detail to the landscape. Learn how to create Digital Assets to convert a heightfield to geometry and split off the cliff sections. You’ll then subdivide and displace the geometry using height maps, and split larger cliffs into tiles. Then, learn how to assemble the Digital Assets into a TOPs network to automate generating cliffs for the entire island.