Is it possible to create tiled landscape in engine instead of importing it?

Is it possible with the landscape creation that UE4 has available, to create a tiled landscape in engine instead of a third party software (for instance World Machine) or is it only possible through a third party software?

You can creat a new flat landscape directly in UE4 and then you can model it as you need, if this is what you asked.
https://docs.unrealengine.com/latest/INT/Engine/Landscape/QuickStart/2/
https://docs.unrealengine.com/latest/INT/Engine/Landscape/QuickStart/3/

Wondering about this too as the professional version of world machine is $250 and that’s what you need in order to create tiled landscapes. As a person just trying to get into game development this is an uneconomical decision for me to make right away and you can’t even use the basic free edition commercially

Unfortunately the previous answer on this post is just about making regular flat landscapes which I understand are different from tiled landscapes based on how the components and overall resolution is set up.

Been looking around but can’t seem to find out if there is an easy way to set up a tiled landscape so my workaround is to just make it component by component and make each one a different sub level in the world composition. Not sure if this is a good idea or not but so far it’s worked out. A bit of a pain with a large level though to be honest.

It’s a bit tedious but possible - using World Composition and then creating multiple levels, I exported the height map and am working on it in Photoshop using terrain brushes I made myself from height maps.

Basically you right-click your first level in the World Composition window and choose “Create Adjacent Landscape”. Follow this tutorial by PyroDev to see how to do this in detail and how to set it up: Unreal Engine 4 - World Composition - YouTube

You could also create the heightmap in Photoshop then split it up manually or with a tiling script (if one exists), exporting as blank/flat tiles and just import those into UE4, but I haven’t tried this yet.

Also check out the Epic world comp video: Getting Started with World Composition | Live Training | Unreal Engine - YouTube

After you have the full flat landscape, make the Persistent Level the Current level, export that as a height map and edit, then re-import it. You have to have all levels loaded for the export and re-import to work properly. I’m still figuring out how to get the best results using this, but it does work. If I can get some time this week I’ll make a video of my full workflow, but other than the export/re-import, it’s really not that different from PyroDev’s tutorial. Let me know if you have any questions though.

Good luck!

you can create one with your noise brush (basics of world machine cant see the point of it) or however you want. I like to use real world data if importing something once you got your map you can export it to your drive somewhere. why you would want to import tiles if you have already created your map? backup files yes… to import tiles they must be named right like … Map_X0_Y0 … Map_X0_Y1 … Map_X1_Y0 … Map_X1_Y1 … use any name don’t need to be called Map. But it wants a name and co-ordinates.