What is the best way to import a 32k (32 x 32 1024px tiles) 104.6km landscape from Gaea?

What is the best way to import a 32k (32 x 32 1024px tiles) 104.6km landscape from Gaea? I have seen only tutorials that attempt to scale up a 4k landscape with very small tiles, might as well import a single 4k map at that point imho.

Afaik the new landscape importer tries to merge it all into a single map instead of processing them one at a time, yes? So every time i attempt to load it, it crashes my computer. I saw a tip to switch from DirectX 12 to 11 to avoid out of VRAM related crashes, but when I switch it to DX11 i get “Exception: Stack Overflow” instead and it still crashes.

I have 3 requirements for this project.
1.) the landscape needs to be 1:1 real world scale, i.e. 104.6km.
2.) the landscape needs to have sufficient local detail, which 8k is already not enough.
3.) the landscape needs to be able to be built as nanite so i can use nanite displacement, which i know crashes at anything 8k or above, which is why i’m trying to use 1k tiles in hopes that i can build them each individually.

I have tried asking / rummaging through old posts on the Gaea discord trying to find an answer but it appears no one has ever been successful importing more than 8k at a time. Does anyone know a solution?

imho
i would split the landscape in several sections.
or maybe have several landscapes.

i don’t get why your landscape would need nanite displacement. sounds like a recipe for disaster.

nanite displacement so the landscape material can displace the rocky parts of the cliffs? You suggest multiple landscape objects, how would one go about making sure their edges line up perfectly or they’re imported at the right coordinates?

you suggest 4x4 8k tiles imported individually?

i see. i wonder if there would be another way. but i’m not sure.

that’d be challenging. but as long as you import them from a heightmap you have little chance of that happening. maybe you can overlap their edges to not see the gap. it will require more work.
most heightmaps are of integer values (as opposed to float) that could help.

you can specify the coords for each landscape, when exporting your heightmaps, you’ll need to make sure the position is ok.
though depending on the size, accuracy might be an issue.

in theory a landscape has multiple components that gets un/loaded independently. so i’m not sure what the up limit for landscapes themselves have on ue.
it seems to me that the heightmap is the bottleneck for you.

maybe there’s a way to define the heightmap in parts.
i have modified the engine once to automate loading heightmaps, but i don’t have that code available.
i can’t recall if you can import a section. it might worth checking if you can import a component independently.