What’s the plan for the terrain when its done…
My game is a historical open-world RPG. The player should be able to walk almost everywhere (except high slope terrain). The terrain does not need to be modified after importing into UE5, and obviously neither in-game. The landscape is a heightmap from a real location, so I cannot use premade ones from the marketplace. I do not need to modify the terrain after import so it doesn’t really matter if I use static meshes (by the way, UE5.3.1 allows to modify vertices in engine I believe).
How do you plan to populate it all with interesting stuff???
To populate the world with interesting stuff I already have the story of the real events that ocurred. By the way, I have recalculated the terrain size and it’s not 512sq km, but rather 260 sq km, at a 2m resolution, hence it would be 9000 pixels width x 14000 pixels height (aprox).
Generally landscapes don’t perform well in UE vs meshes.
Yes, that’s why we’re here. If I could just get rid of the seams between tiles I could just import them into UE and problem solved.
PS: I am no expert in coding, but when using static mesh actors for landscape instead of landscape actors is way better performance-wise, then maybe Epic is doing something wrong.