There are numerous ways to approach the problem depending on your particular needs and art-styles.
Is it going to be 2d or 3d? (Or some fixed angle top down 3d? hybrid 2.5d)
Will all tiles be the same height?
Is it 2d?
UE4 has a built in TileSheet and tilemap system already
https://docs.unrealengine.com/en-us/…per2D/TileMaps
There are tons of support for how to do tilemaps in an efficient way quite simply.
There are other ways, plugins, tutorials outside of Paper2D to do this, search internet and forums and you’ll find more.
Does it have 3d requirements?
If your artstyle permits it, the easiest go-to would be to using the built in terrain mesh.
It allows you to paint different textures onto the ground mesh. This could be grass, dirt, stone, pavement, whatever, etc…
Does it need to be dynamic? Be procedural at all? Change during runtime? If so this might be good
Next would probably be the Procedural Mes Component or Runtime Mesh Component
https://www.unrealengine.com/marketp…mesh-component
http://api.unrealengine.com/INT/API/…ent/index.html
The general approach would be to define 1 large mesh, composed of many quads (you can still have 64x64 quads inside 1 larger mesh)
Can it be 100% static? You could use any 3d editing tool and just make a large mesh that is flat, and that has 64x64 quads inside and set the texture for each ‘square’ to accomplish same thing. Its the same as before, but you can do it in a non procedural and non programatic way.