here is the copy/paste easy method:
In World Machine: Tile Build
Tile Resolution - Custom 2017 x 2017
Tiles per Side - 4 x 4
Blending Percentage - 100%
Share edge vertices - tick
Flip Y-axis orientation - tick
In UE4 (ADK)
Create a new level with a sky-box pre-built or not.
Save the file with the Planet or location name.
Open the world settings and check the box labeled “Enable World Composition”
…Then…
Open the levels window.
Click the Levels drop down menu in the upper-left of the levels window.
Select “Import Tiled Landscape…”
Click the “Select heightmap Tiles…” button.
Navigate to the folder where you saved the raw heightmap images from World Machine
Select all the tiled files. (e.g. Planet_Name_x0_y0)
Change the Z scale. Times the world height used from World Machine by 0.1953125 and enter that number in Z scale.
Then click “Import”
Select all the Planet_Name_x#_y# levels in the Levels window
Right click and select load to see if the imported properly.
https://wiki.unrealengine.com/World_Machine_to_UE4_using_World_Composition
Dont worry about the weightmaps and all that splatmap **** unless you really want to use it. You can use them if you want to get into using them for importing how the landscape paint is set quickly. Ask around in forums for that one. I never used splats in the end i painted them all in.
What i ended up doing:
Single mesh for the landscape
i used the world comp for foliage only
i did a “section” per area. Example "this is my jungle area here, so, new map, Jungle_1_Near, Jungle_1_Far (yup, 2 new maps for foliage).
Paint my near and far.
Unload and make 2 new maps for whatever area i was going for now.
This allows the landscape to be loaded and only the actual culling items be on a sub map.
Imagine your map as a drawing. Slice it into 10 sections using a grid. There is your Near and Far submaps.
Really the only part of the map design thats going to get you “stuck” is the foliage. Even with my own company project, using 4.14/4.15 its the same issue. I have to use the same methods, but i get to use the proc foliage volumes … yummy volumes. you guys are missing out lol.
You will 100% have to make subs for your foliage, no way around it. You can mess with tile build and hope for the best, or, visually “cut” your sections and submap your foliage there.