Hi, I am new to Unreal engine and I am working on a level for a college class and am unable to figure out why or how my landscape got this stretched. It is causing a lot of issues for painting and sculpting around the stretched areas and I would like to fix it if anyone knows. Thank you!
Try the retopologize tool but you will loose precision.
Landscapes cannot scale up vertically that much. Cliffs are done with meshes.
The whole structure you show there would actually be better off sculpted as a separate mesh.
Duplicate the level, work on the duplicate.
Check what you have in wireframe view on Lod0 before/after using the retopologize tool.
If thats acceptable that’s all.
If its not, export the landscape to a mesh. Work it in a DCC. Cut out just the cliff like/road up structure. Add more verts vertically to be able to sculpt it properly.
Once done, duplicate it. On the duplicate, use any simplify algorhitm you like to knock down the verts to a low(er) number.
I’d also suggest adding in LODs for it.
Don’t forget you need to create convex collision hulls as custom meshes to provide collision feedback.
The engine can likely do this too (bump up the number of hulls and max vert counts) - but for terrains you are better off sculpting your own convex hulls. Keep the verts on these to the bare mimum. If anything, make more hulls instead of having a ton of verts in one.
Once done you just import and use the mesh, complete with its own properly mapped texture.
Ps:
You can still texture the Z on both, even on landscape using world position. G will be your z. This allows you to make it look normal rather than stretched.