For me it’s using World machine 2 pro, to create a block out. I then go in and and hand sculpt everything to get the flow and design elements right.
If my terrain can’t be completely done in world machine as many can’t be done, or if it’s a basic floor with complicated rock formations that slope acutely then I simply do that stuff in a sculpting program and then import. Alternatively you can just create your entire landscape custom in a sculpting program. I think this gives more flexibility for the block-out and speeds workflow. However- considering how powerful ue4’s sculpting tools are I stick to just using ue4’s sculpting tools now and only use world machine to give biomes a more believable rock structure.
One big thing to take in mind is what your game is going to be networked for. Large servers that support more than a hundred or so players will likely need World composition. Check out lets make an MMO series. I know the guy who makes those videos he made his own networking solution if you need advice on that they have a discord. As for single player level streaming and occlusion culling will likely be enough. Although initial load times will be much longer you won’t have to worry about load screens in-game. I highly recommend this solution for single-player/co-op if possible.
Note:* It would be an absolute dream to see world machine get bought out buy ue4 and all their procedural generation tools available in some new blueprint scripting window called “world machine blueprints” or something like that. Or even just a new pipeline that integrates world machine to ue4 so that you can tweak the procedural graphs from within ue4.
That might never happen though so for now I’m totally happy with my workflow and I feel it gives me maximum control. So glad to see ue4 sculpting got allot of love from the devs, though i would love to see it continue to get support in the future. *