+1 on this.
As a new UE user this aspect of UE5 is completely and utterly confusing to me.
I’m a 3D generalist/FX artist historically focused on 3D for film, and I’m just now getting into learning realtime as UE5 is the first time I truly feel like the workflow wouldn’t be too restricting. Little did I know just simply importing a simple terrain would be a huge issue, moreso as that tends to lay the very foundations of a project. Hard to do any other stuff when you can’t get past step 1, so this feels like a bit of an oversight (even though I know this is early access/beta).
I’ve tried both importing the entire terrain mesh as either an fbx file (around 4 mil points), or as a greyscale png heightmap. The single heightmap in a landscape is too lowres for a 1x1 km area, and the mesh with nanite enabled doesn’t generate proper collisions (only supports convex hulls as far as I can tell, and convex decomposition doesn’t capture nearly enough details).
I’ve spent well over a full day on trying to get tiling to work but as far as I can tell there’s really no easy way to just import say a 4x4 grid of terrain tiles outside of world composition? Seems kinda crazy to me since world composition is apparently outdated. And all this should be automated too for scaling up to more tiles later on, so manual workarounds shouldn’t be needed.
So my question now is, if we’re meant to use data layers… then how do we import tiled heightmaps as terrain tiles for said data layers? I assume the workflow would be each tile gets it’s own data layer and you then group any geometry within each tile to said data layer?
I really hope this workflow will be improved in the future, or that I’m missing something fairly obvious. Because right now I’m right back to completely turned off from working with realtime which is a huge shame, because there’s just so much potential now even outside of game dev.