I’m new to Unreal and am learning the engine by attempting to build a nice looking landscape. I’ve done the Zbrush and World Machine stuff, and have a nice height map, splat map, macro colour and normal maps, and a set of tiling textures to use. I generated my landscape in Unreal using my world machine height map and made a simple shader which combines my tiled textures and splat map using a Layer Blend node. It should be a good basis to build on, except I have one big problem - Unreal is planar mapping the landscape, so the more vertical a surface gets, the more distorted the texture becomes.
My UVs come from a Landscape CoOrds node, which I guess is the cause of the problem. Is there any way to correct for this, and so allow cliff edges and steep mountain sides to have aspect correct texturing?