# Gaps between tiled landscape world composition

**URL:** <https://forums.unrealengine.com/t/gaps-between-tiled-landscape-world-composition/418892>\
**Category:** World Creation\
**Tags:** tiled-landscapes, unreal-engine, Landscape, heightmap, question, World-Composition\
**Created:** [March 3, 2018, 10:01pm UTC](https://forums.unrealengine.com/t/gaps-between-tiled-landscape-world-composition/418892 "2018-03-03T22:01:46Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![anonymous\_user\_bc1fe2e1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_bc1fe2e1](https://forums.unrealengine.com/u/anonymous_user_bc1fe2e1)\
**Post date:** [November 23, 2019, 7:33pm UTC](https://forums.unrealengine.com/t/gaps-between-tiled-landscape-world-composition/418892/5 "2019-11-23T19:33:32Z")

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Here is the solution (had the same issue, solution is tested and confirmed):

The displacement is relative to the horizontal vertex spacing and due to the compression in the HFZ file format, which allows a small height encoding error (+/- 1% of the horizontal scaling).

Do this in L3DT:  
go to the ‘File-\>Format preferences’ option in the L3DT menu,  
select the ‘Project maps-\>Heightfield-\>HFF (L3DT)’ tree option,  
Press the ‘options’ button, and set ‘DataSize’ to 4 and ‘FloatFlag’ to true (double-click to edit these values), then press OK to clear the options window,  
press the ‘Make default’ and ‘Use format’ buttons, and ‘OK’ to clear the format preferences window,  
re-generate the heightmap, and;  
duplicate the tile borders (under ‘operations’, ‘heightfield’…).  
Using the old HFF format in floating point mode means there is no possibility of compression-related quantisation errors.

Export the heightfield in tiles in the desired format again, reimport to UE4, and you should have a 100 % precise and gap-free result.

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