I suppose there is no correct method. If it works and it’s efficient it’s fine. I didn’t want to do meshes because I’ll lose all the functionality of “terrain material” and painting/texturing in engine.
So far the workaround I have is this
Created a heightmap that is 1x3 and it tiles on the y axis (I actually only want to allow tiling on that axis). When you travel north and hit the green coilider you get translated to the red one and vice versa.
It works OKish, there is a slight blink effect with shadows and it’s going to be a big hassle to triplicate all the assets place them in the correct positions, especially trees and grass. I haven’t tested foliage yet and this might even break the effect because the “wind effect” will not be seamless.
I’m not considering this a solution to my problem at all. Just testing out possibilities.
And I just thought about another, i’m about to test.