update 2017.07.12: pls scroll down to post #13…i found my problem has nothing to do with landscape scale or lods…but is a nested lerps issue with displacement.
after a lot of testing i finally figured out that the problem i have is probably caused by an engine check turning of my landscape displacement from the material.
my testcase:
i have a 8km terrain from worldmachine with a 4x4 output of 4033px textures.
the calculation of the landscape scale in ue4 should be:
meters100 /number of tiles/resolution of 1 tile = dimension xy
8000100/4/4033= 49.59087527894867
and for the height:
worldmachine max height * 0.1953125 = Z scale
2625 * 0.1953125 = 512.6953125
if i enter these values i get my 8 km terrain (tested by a 1 square-meter cube scaled accordingly).
with this scaling i will not get any displacement from material.
if i enter the landscape mode and leave it again im able to change the value of the landscape node to a tenth of my above settings (xy =4.9 z=51.2) and BAM the displacement tesselation kicks in.
if i scale it up again by 10 to get my initial scale, the displacement stays! but saving the project will make it disappear again.
pls if anyone knows anything about what could cause it and especially why it behaves this way…pls help me.
im on unreal 4.15.1
after import of the landscape and assignment of the worldmachine masks and scaled based on formula (no displacement):
scaling the landscape down by 0.1 (displacement appears)
scaling the landscape up again by 10 (displacement stays)
after saving (displacement disappears)
this is my master landscape material, on the landscape i assigned an instance of this:
one of the functions that make one of the landscape layers. i always use that same function for all layers.