yes, in the Manager tab are options to change the component setting, but it didn’t affect the generel size of the quads, at least in all my tests last night. Also the general terrain resolution is fine in most cases, but there should be an option to “subdivide” some smaller areas where it is needed.
I didn’t ran into the problem for a long time. I created my island heightmap in Worldmachine when 4.1 was out and imported the heightmap in Unreal and everything seemed to be fine. But a month ago I worked on some smaller rivers and the trouble begun, the freedom of creating the exterior world is a bit limited by fighting and avoiding sharp jagged edges because of the quad resolution. I want to create a natural looking river course, but the low resulution is not very helpful, means a lot of effort in hiding jagged parts with rocks or trying to smooth them out as much as possible.
I like to illustrate the problem with a few screens:
a) it is also noticeable when working on the road system, but much easier to handle since this roads are not sunken in most cases
b) it started to make trouble during the first test for smaller rivers (avoiding to much jagged riversides.
c) and it is a bit of annoyance when building cliffs, since you can barely let merge the landscape with the meshes smoothly because of the quadsize (or triangle size)…I know that this issue is almost not to fix because of the steep angle, but the possibility to paint a single subdivision level where it is needed would be very helpful