If you have to wait until the evening, I will send add my terrain files to dropbox and send you the link - just incase this is all down to me being silly in world machine in the first place!
I’d recommend if you are starting out with UE4 to make a single 4x4km terrain first. Detail that out , get comfortable with the tools and then start working on making tiled terrains.
It’s like a new writer attempting to write a 1000 page novel before being able to write a short story.
I have done smaller terrains, detailed them out, got them looking nice etc. This is me trying to make that next step towards a larger environment and unfortunately failing at it.
Is fixes warnings on your screenshot. Without that fix all imported tiles will be placed on top of each other, so components get overlapped.
You need to setup github access to view the link https://wiki.unrealengine/GitHub_Setup
If they are overlapped, maybe its not so much that the tiles are squished in, but more that they are overlapping and taking up less space? is that likely?
If not, I have absolutely no idea how to fix this issue.
Unfortunately there is no workaround for the warnings, I will try to push this fix into next minor release, if we will have one.
It looks like Z scale on your landscape screenshot does not match to world machine scale, check out this page https://wiki.unrealengine/World_Machine_to_UE4_using_World_Composition
and use Z scale settings mentioned there.
Whoa, Hadn’t seen this, is there any kid of disadvantage to this approach? or is it the exact same outcome?
If it is the same, I will give it a run tonight when I get home.
Will I still be able to see the rest of the terrain that is in the distance, but just not in mad amounts of detail? Because having entire sections of mountains pop in is just not cool
What is XY size of the landscape in the World Machine? You will need to adjust XY scale in the unreal as well to make it match to Word Machine.
For example:
if landscape in WM has size 2x2km with heightmap resolution 2017 then unreal XY scale will be 200000/2017 = 99.15
for Z size (elevation) in WM = 1000m, z scale in unreal will be 100000/65535*128 = 195.3
65535 is a range of values for 16bit heighmap
128 is unreal internal Z scale for heighmaps