Also if this isn’t being fixed in 4.8 as it was supposed to be, and they aren’t fixing it due to time , or something, then what tiled terrain app is recommended ?
While I’m on the subject, can one just make their own terrains ( already have one large terrain ) and add them as they go into WC and expect them to be ‘stitched’ correctly or ?
Also :
(0,0) (1,0) (2,0) (3,0)
(0,1) (1,1) (2,1) (3,1)
(0,2) (1,2) (2,2) (3,2)
(0,3) (1,3) (2,3) (3,3)
,certainly to me seems like it is a linear approach top down ( makes more sense to me anyway and I think how most of us were taught in school? )so maybe it is WM that should consider changing its settings.
Having said all that, @ :
" The only fix for the flipping on the Y axis, is to not flip on the Y axis with world machine. "
I don’t recall anyone saying, flipping made things turn out wrong in ue4 given it expects that format, so just so I have all this straight ‘when’ I use wm, what are the pros and cons of flipping OR not flipping. I read through all posts and unless I missed something ( easily could have, its a lot to go through for a mostly noob to WM > UE4 ) I was hoping you could make this quick and easy to comprehend why you don’t do one or the other ?
I"d rather have the ‘right’ way than 'multiple ’ ways
Thanks
nl