Hi again!
I think the problem with the texture placement might be related to differences in the height measurement of WM and Unreal? As I defined the outputs on WM based on height intervals it seems that my “water” output was placed way above what was meant to.
My main concern is that I’m not able to import .r16 heightmaps to define color areas in the map. The .raw makes paints approximatelly 1 meter wide pixels in a 16km-sided square which makes everything look bad.
I would send you the outputs but it’s 3,5GB!
I’m attaching my world parameters from WM maybe that can be of use.
After that I create a new level in Unreal, save with World Composition enabled, I import tiled landscape from levels menu, choose my height files, choose my material that’s ready to receive the heightmaps (which worked with the .raw files albeit with wrong height), and when I try to import the map it crashes.
Thanks!