chrudimer:
Hmmm, I think the two examples cover it quite good.
In short: you can’t.
The number of vertices in each of your landscape section needs to be a power of 2 due to mip mapping (you have the same restriction in any texture you use in ue4 they too need to be a power of 2 in order for mip mapping to work). That’s the restriction. [HR][/HR]
What you further need to consider, is that two adjacent sections share a row of vertices in your heightmap (those shared vertices get duplicated when you import the heightmap, but they are relevant for your heightmap size cause there you would have to subtract them). So if you would have 10x10 components with each 1x1 sections each with 64x64 vertices, so that would be (6310+1)x(63 10+1) = 631x631 resolution.
As for the +1, imagine that each section shares a row of vertices in your heightmap with it’s right neighbor, only the section furthest to the right does not have a right neighbor, therefore there you need to count all 64 vertices in your heightmap resolution. So you could also write it down as
(639 + 64) x (63 9 + 64) = 631x631 [HR][/HR]
Again, the restriction you have is that the number of vertices in each landscape section needs to be a power of 2.
I think the confusing stuff is that the adjacent vertices get duplicated when you import the heightmap and therefore you have to subtract those in your resolution and this leads to confusion
Doctor_Kannon:
The terms “size” (in vertices) and “resolution” are used interchangeably. Heed the “recommended” sizes on this page:
https://docs.unrealengine.com/en-US/…ide/index.html
You can enter those sizes in the WM project settings. If you want a specific size map, WM will give you a size (KM) based on your resolution and scale (pixels/m), and from that you can multiply the X, Y, and Z on import to UE4.
Follow these steps closely:
https://wiki.unrealengine.com/World_…ld_Composition
Note the RAW and r16 file types.
Best to learn by experiment with smaller scale maps.
For tiled landscapes, it is best (AFAIK) to use World Machine. Importing tiles from your own toolchain will produce artifacts.
Thank you all! Meanwhile i got the hang of it, just multiplying the resolution in world machine then scale it down dividing by that factor back in ue for a higher res. But your info is very usefull here!