How to properly create a planet-sized landscape

I’m looking for ways to create landscapes of 1,000 to 3,000 kilometers in size.
The problem is how to take into account the curvature of the earth when creating or importing a landscape height map.
The problem of creating the ocean surface is particularly acute, because it must very accurately correspond to the surface of a sphere.

I tried to create a height map for a hemisphere:

Its look correct in blender, but in Unreal it has an incorrect curvature regardless of scale.

And here is the solution I am striving for. Landscape obtained by superimposing the height map of the real landscape on the hemisphere height map shown above:

Is where a way to recreate this in Unreal?

If this is not possible, but I’m worried about optimization.
I just want to add a sector of a sphere with a side of several tens of thousands of vertices to represent the ocean… Can I apply some kind of “Lanscape type” optimization for it, or will it happen somehow automatically and I shouldn’t worry?

Thanks for attention and any help in this

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