I have been using UE4 for a few months now, and know the landscape creation fairly well. (Of course I’m still learning but I know it well enough to make a decent enough landscape)
I’ve moved on to World Composition (Which I don’t know as well) to create a larger landscape. I’m talking the maxed 20x20km that UE4 allows large. lol
I have manually added in each little adjacent landscape to slowly try to fill in the entire map. (Taking forever) And calling each new landscape created NR01, NER02, ER03, SER04 for North Region, North East Region, East Region… etc… and 01, 02, 03 and so for that specific landscape piece of the region, and saved them in different folders, so I don’t have a bazillion saves all in one folder.
Anyway, the question that I have is:
Is there a way to add multiple adjacent landscapes at once? it’s painfully slow creating each and every small piece of the landscape to cover the ENTIRE map. Plus I was hoping to reduce the number of saved landscapes, if possible. I’ve got at least 300ish individually placed and saved adjacent landscapes so far and I’m not even halfway done
Thank you for reading and answering.
Please, please if you have any suggestions to help my progress in creating a massive landscape. Don’t hesitate to share! Ultimately I wanted to make a massive open world rpg.
For world composition to work properly all the different landscapes should follow a specific naming convention (and all be the same size )
eg Valley_X0_Y4, Valley_X1_Y4 etc
name all your heightmaps following the convention and you can import all the tiles in one go
Paul G
Check docs for exact details
Hey thank you for letting me know! I’ll check out the World Composition Docs.
Does it make a difference if I individually place each adjacent landscape or do it the way you had mentioned?
Now don’t laugh. I ask because I had literally already added in 1,694 new landscape levels. It took about 2 days.
Also, I can’t open the World Comp Docs. I search for and click on the link and it just refreshes the page back to the Documentation home page.
To fill 20x20km, you’ll want to make each chunk at least 1kmx1km if not 2kmx2km.
The main reason to not make large landscape chunks like that for “real” games, is that if each chunk is also full of crafted content, you end up loading a lot of objects, which may be a problem for smaller targets (prev-gen consoles, laptops with integrated graphics, etc.)
But, with 2kmx2km blocks filling out 20kmx20km, you’d have to custom-craft content for 100 different blocks, in addition to sculpting all that terrain. As a single worker, you will never manage to build that much content, so it’s totally fine to have large blocks! That will reduce the amount of work you need to do.
Also, the composition system doesn’t put any restrictions on the name of the blocks, BUT you will thank yourself if you are clear about it yourself. If you have more than 9 blocks in a dimension, use two digits for that coordinate – MyWorld_X09_Y11 will sort correctly with MyWorld_X10_Y11, but MyWorld_X9_Y11 will not!
It’s interesting to learn the world composition system, but if you’re a single developer, or even a small indie studio, it’s very unlikely you will develop enough content for it to actually be important. (Unless you’re using low-resolution geometry and making something like a flight simulator.)