I believe what they mean by draw scale, is the actual scale of your landscape along the Z-Axis. Simply select your landscape actor and within the details panel, scale down your landscape until you start seeing the expected results. If I ever see the ‘spiky landscape’, as you described, I usually will scale in increments of 20 or 25.
Landscape Z-Scale
Hopefully this resolves your issue, but if you still need help let me know.
Thanks for your response. I did lower the scale to 20 and it did take on more of the shape of the terrain, but it is still somewhat jagged. These are the two bitmaps I am testing:
I’m just starting out so please forgive my ignorance if I am doing the bitmaps wrong, they are.
Edit: Just realized that the bitmaps are where the black is the lowest and white is the highest, so only the second one is technically a bitmap. Still though even with the legitimate one you can see it isn’t quite right.
I noticed I cannot import power of two textures. Since the beginning learning 3D, it was kind of a gospel that power of 2 textures is what CG and game engines are craving for, and it now happens that when I try to import my height map in power of two it doesnt fit to Ue4’s landscape parameter canons. It always resizes it to 1192, 1170, 2167, I mean totally random numbers, and I get streching on the edges of my landscape. So, what am I left with, comply with those sizes and make my height maps accordingly. Now I have to make my height maps in random sizes like 505? 1071? WAT?
Additionally. how am I expected to assume my texture and material tilings and behavior, when I have to from start make such weird dimension, and what coordinates should I assign in LayerCoordinates node in order to get the right results. Have to spend my entire life calculating ratios over and over that in the end I still get at least 5px streching whatsoever