Hello
I read few threads here and in other places, but importing HF to Unreal Engine 4 is for me still not clear. I think with good tutorial, maybe wiki L3DT can be very popular in UE users, is very good, easy to use and with good price comparing to other tools. I can help from my experience later too.
First I created few test maps not tiled, and here generally no problems, because I can scale it free in UE4 x, y, z after import in any time.
Problem starts with Unreal World Composition system, tiled landscape, because I can't scale it after import and HF must be in correct size created from start. Anyway, even for single HF I have many questions about sizes in pixels, because this can affect optimization a lot.
For now, no matter I set start settings, in L3DT I have world size for example 8x8km, and I can't import this size to UE4, size is always different, not mention, landscape is sometimes bad, with no smooth vertices, tops etc.
Example (dimensions only for understand process):
* the expected real world size 8x16km
* tiled 8x16
Question:
L3DT
* width, height?
* correct horizontal scale (m)?
* tile size?
* HF/DM ratio?
Unreal Engine import
* components 1x1 sections or 17x17 sections?
* x,y,z scale?
Here is tutorial for World Machines:
https://wiki.unrealengine.com/World_Machine_to_UE4_using_World_Composition#Generators
I see, "Change the Z scale. Times the world height used from World Machine by 0.1953125 and enter that number in Z scale." works in L3DT too, because before I had bad landscape, with hard edges, changing Z scale like this helps - I have no idea why?
Here general Unreal Engine landscape sizes rules about sizes:
https://docs.unrealengine.com/latest/INT/Engine/Landscape/TechnicalGuide/index.html#recommendedlandscapesizes
Looks like a enough info, but I'm still stuck, maybe I'm just slow
Any help appreciated!
Thank you, sorry my English