Nanite and big terrains

Hello friends. We have a need to implement a large area (tens of square kilometers). And we would like to use nanites for this instead of the standard terrain.
But there is one problem: insufficiently dense collision, and game agents fall into the ground or hover high above it.
That is, the mesh in nanites is not at all as detailed as in the terrain tool. Question: is there any solution for collision for such cases? To replace the entire terrain with nanites?
I will clarify that we are talking about large and very large objects.
To clarify, I saw a demo of the Ancient World. However, such a method as was used there for collision will not work for us: a huge number of small objects were used there with their own collisions, which were stuck together into larger objects.
While our pipeline involves creating huge terrain elements in a procedural generator, converting them into meshes through Houdini, and only then installing them in UE.

We consider the solution to divide the mesh into many pieces in Houdini and thus increase the density of the collision mesh. But perhaps this is not the best solution?

I will be grateful for advice.

Build-a-Bigger-World

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