Landscapes / Maps in UE4

As the starting point for the game I aspire to create in UE4, I want to make a fairly massive naturalistic island with realistic topography and vegetation. Most of the documentation for getting started with the game seems to focus on fairly small, if not quite small scenes, and so far I have not found much to get me started in learning what the limits or constraints are for this kind of creation in UE4. Would a 500km x 500km x 500 km (roughly triangular) island be far beyond scope? If it were not, what considerations would need to be kept in mind from the outset to insure that it would function?

Would I make this in the UE4 editor or Blender or what?

The sample A Boy and His Kite found at the Learning tab at the Epic Launcher shows a huge landscape which uses World Composition. You need at least 24GB RAM at your system (I recommend 32GB) to be able to open that project, otherwise is almost impossible to deal with it. That kind of terrain can be composed with World Machine, which is an old tool, but do the job. You can search at Youtube on ways to get this done using these keywords: World Machine, UE4, world composition, terrain

I hope this get you started.

Thank you NilsonLima!

That Cloudscape Seasons asset you have for sale also looks quite intriguing!

Ignoring UE4’s capabilities, how on earth do you intend to actually build an environment that size in the first place?

Well, I don’t “intend” to really, and your query is instructive in that respect :slight_smile:

My training is almost exclusively in C+±-well, MOST of my training, I’m an old man was in psychology . . . I’m a retired prof, but with respect to game development–so I’m a complete novice when it comes to art production and my question is from that completely naive standpoint: how big can one make a “realistic” landscape in a UE4 engine created game?

Minecraft worlds are obviously ridiculously huge, but that is gained by virtue of the graphics being very unpolished and low-poly, as well as the planet generation being completely algorithm based, not hand drawn as most “realistic” landforms would presumably be.

So it sounds like 500km x 500km IS in fact “out of scope” for hand crafting “realistic” landscapes in UE4 (if not also out of scope in terms of what the game itself could handle?)?

What would you say is the maximum size that a one-man show could/should aspire to create, given they have a year or more to craft it?

[USER=“395929”]Diche Bach[/USER] You may find this interesting… GitHub - midgen/cashgenUE: Runtime Procedural Terrain Generator for UnrealEngine

Whoo hoo! Thanks K-Bob!