amazing tutorial, you made this so easy :D thank you! I've never tried splitting my height maps before but I imagine if I did before watching your tutorial I'd just be in agony! more ue4 ,world creator content would be so appreciated! thanks again ^^
something very useful not said in the video is ue4 with throw up red flags if your not using those numbers. the other very important thing not said is you have to take your number like 505 and multiply it by 4, 8, 16, 32,64 and so on until you get your desired terrain size. so basically 505*4 =2020 to get 16 height map files. it always brakes it down 4x4 or 16x16 or 32x32 and so on. i had a hell of a time trying to get a 16k map to output correctly and found out i needed to take 4033*4 to get 16132 for the terrain size. just set your world creator 2 terrain to the output of that equation and then split up your tile width and heght based on the original number used such as 505 or 4033 or any other number on that chart. edit: i corrected the first sentence to add not.
It would be awesome to learn the materials from you. Espeacially while we got used to your style of teaching. :) Thanks for these tutorials, they're really helpful.
Thanks for these great tutorials, they are really helping me understand the whole world composition workflow for UE4. TIP: Not only should you avoid spaces, periods and other unsafe characters in the heightmap tile names, but if you select a layered material, make sure the material layer names also contain only alphanumeric characters and underscores, as the importer will try to create layer info files automatically, and will completely mess up the import. Layer1, Layer_1 etc. are fine, but don't name them "Layer 1" etc. as you will run into this issue.
Hey, just want to thank you for all of your tutorials. It helped a lot to get know World Creator. I was looking for "Getting started with World Creator 2 UE4 Landscapes" video of yours but I don't see it in your playlist. IS there a link to it? I am currently working on a landscape and having issues with transferring it to Unreal Engine. I was wondering if you can help me understand the division of surfaces from world creator 2 to ue4. I watched this video multiple times and still having issues with understanding the process. I have a landscape on World Creator 2 size of 8129 meters which is what Unreal engine over all size is used for 127 quads. When i export it at which tile width and height I need to set it up to to be squared? Every time export is turns out to be a rectangular heightmap. If I export it at 505 and trying to do a split because of level break down for game development, i need multiple level sections. So at 505 width and height it exports at 1,010 x 505 . If I try to change X scale it automatically changes the Y. Do I need to do half the width in world creator? I tried re sizing the map few times as well to fit in to make it a square but I am not sure I am understanding the math here. Please let me know how I can split this level .
Hello there - Thanks for your great tutorials! A question - The largest map size in Unreal is 8129 or about 8km squares - So, If I wanted to make a 20x20km {or 16km sqr = 4033 x4 panels} world in World creator to send to Unreal, How do I create such a large landscape in WC2? Thank you so much
Help! Any chance you could explain how to generate LODs to stop large landscape features popping out of view? Can't find the level details window mentioned in the documentation.
Great video, brief and filled with useful tips. Is it possible to use world composition for some kind of modular landscape, where I can have like 5 kinds of mountain landscapes for example and somehow manage which one is added to the level layers and loaded?
How would this work with a terrain size over 8129x8129? Would it be possible? Your videos have helped a bunch so far, but I can find the answer to this anywhere else.
Great Tutrial! Thank you. I watch 3 times all the tutorial but i have a issue on the end. Unreal don't want to load the heatmap. (Levels/Persistant Level/right click/load) Do you know how to fix this? I'm using 4.18.3 version.
Interested to know how you would "add adjacent tile" using World Creator 2 as I don't see how you would create a single extra 505 tile to a WC2 terrain without making the terrain a full row larger resulting in some wasted space and maps you would have to export. In World Machine this was achievable as you were able to specify what tiles to export and could export an irregular shaped map.
WC2 doesn't have an option to "add adjacent tiles" like you can in UE4's World Composition. The coding to this program, from what I understand, is very limited in what they can do. That being said, since WC3 coming sometime later this year or next, is a fresh code that will have this feature. It's something I have stressed to them to include!
Thank you for Tutorial. But I want to ask question. I export tiled single image of diffuse map. Because I used satellite maps in wc2. So you can think all color layer in one image. And how can I import to ue4 material system like importing heatmaps?
Thanks, but I'm missing just the Info, how to export textures from WC2 (not only heightmaps). Is there a short tutorial for this? I can't see a kind of batch export there, it's always merging all selected textures into one. It should be able to export them optionally together with the heatmaps.
Hello Tyler - and thanks for this video. I am wondering if lets say I did a drawing a blueprint of an entire layout of a world. Bring into World creator flat and lift and model accordingly, is this possible and what issues once bring into UnReal 4 will this cause? I have already purchased World Machine and now wondering was that a mistake. I have my idea on paper flat but need precision on where things are and went on a search for world building and fast due to a project that is depending on me delivering. I'm not sure when you will see this but I am hoping you get this right away so I can make a decision on this software or not. Thanks in advance.
No matter how hard I try, I can't seem to get the heatmaps to work correctly. They import into UE4 just fine and get applied to the terrain, However no matter which way I flip the heatmaps they just do not appear as in WC2.
Planning to have a video on the sync tool. However, I wouldn't put all my cards into the sync tool for Unreal as there is no "pre-done" material in UE4's defaults so the syncing is pretty basic. Really, the sync tool for UE4 is just a handy feature to get all your files exported collectively from WC2 to UE4, it's still up to you to go beyond the basic setup and customize it to work fully...I can cover this. I prefer to do the conversions all manual.
I've been trying to export a split map into UE4 and it always says "No landscape configuration found for (126x126)." Or for whichever XxY dimensions I have tried. I've followed the recommended map and tile sizes from the UE4 docs, and I have tried to export the default map from WC2 with the recommended sizes.
I'm confused as far as the textures go. How do I assign the textures I have in World Creator to the nodes in UE4? Did you do a video on this before, cause you skipped that step completely here. :/
8:01 Interesting that when you imported tiled landscape, it automatically defaults to 2x2 sections (and 16 components) over the 1 section/64 components, both are which are listed in recommended landscape sizes in UE manual. When making a game, would it be better to use 2x2 sections and 64 components or 1 section and 256 component? I've read the UE manual and I don't fully understand it: with 1 section you will have less component size which allows quicker LOD transitions and for occlusion of more terrain, but necessitates more components. Each component has a render CPU processing cost and each section is a draw call.
@@andychristoforou Cheers for that! Yeah that video helped alot, since 2x2 seems to be the answer for performance, when and why would you ever use 1 section and higher amounts of components?
@@MrBalor89 NP, I'm not 100% sure but I believe a higher amount of components is for better resolution-but in UE's case you want the power of 2 for performance sake
My heatmaps (my tiles are 4033x4033) are really pixelated and almost black and white instead of greyscale. My landscape heightmap is good but there's no smooth blending between texture, there is small squares everywhere
Ok, so i managed to import 32516m ( 32,5 km ) Square of terrain into UE4. ( 1m ) precision about ( 2GB ). 32516 : 4 = 8129 For 65032 : 8 = 8129 That does not work. Program just wont do it. I have 32GB of Ram but still it just ignores me. It seems that if i want 65 km Square into UE4 i have to put together 2x32 km square. For example Forza Horizon 4 has 75 km Square of playable area.
Thanks for the info. I'll have to look in on this. I know they've said their is a max bound but that bound can be altered so I'm not sure exactly 'how' but if you are able to get two 32 in there that seems great!
Unfortunately, this doesn't work very well with 8129x8129 (see edit: fixed). When you save out, the filename_x#_y# gets jumbled and imported out of order in UE4. Example: x2_y2 will be placed after x2_y21, and it does this all the way through x0_y0 to x31_y31. Even renaming them and re-importing causes all kinds of issues for me so far, with the tiles missing geometry and not lining up, causing massive gaps in the terrain vertically. Maybe my mistake was splitting tile width/height at 254x254. Edit: I figured it out. The issue wasn't with the filenames at all. UE4 was placing them correctly, just didn't look like it in the long list. I ended up sizing them to 505x505 and the real issue was UE4 added (at least by 4.25.3) a checkbox when importing tiles to "flip Y" that was auto-checked, but the instructions here also say to flip Y... so it ended up being the Y was double flipped back to default. 2020 instructions for 4.25.3+ users: don't click the flip Y box in World Creator 2. Edit 2: Spoke too soon. idk.
Great videos, although way too much rambling on about stuff. Do you have any tutorials that are more to the point and just step by step? Many thanks Tyler.
hi, why i have to load levels every time when i open ue4 and after when i load levels in which their is player stater is placed it crash every time i can load plz help to solve this issue
Hm, that's odd. When you open up Observer tools, does the "range" value look normal to you? If so, then take 512 divided by the range number and that will be the percentage you use. UE4 has a max HM value range of 512m so if divide it by your range number in Observer tools it'll get you the % you need to use.
Ah, the soil button. That could be a bug.... But, yeah, I usually keep that unchecked or if I have it checked, I only have it's depth at a max of 1m, that way I can see the true depth of the terrain as opposed to something arbitrary.
Thanks !! Please can u make a tutorial about workflow CW2-QuixelMixer-UE4? or stream somethink.. i would pay for that :D or bake a cake! :D jezus just do it :D
Agreed! You're so good at these tutorials TP. There's no comparison. Similar to Mike Capson, my workflow is CW2 > Quixel Mixer > Twinmotion (younger stepbrother of UE4). I've done about 15 projects I'm unhappy with, and one that is 'acceptable'. I have my 4 yr old to watch each day while simultaneously learning several programs...yeah. Anyway, I appreciate the excellence of your videos and the amount of effort involved. Thank you.
How to import the ?? textures, that was in the pre. video "the Layer color" to the new Texture Sample? - And do you rename your "LA_Main" to "MAT_Landscape"? And how come you have the ThridPersonExample next to the Mat_Landscape? - hope it make sense. Im new in this, so sorry about all the questions! Im adding the links here, so you can hopefully see what I mean. ruclips.net/video/8n7EZSLWNVQ/видео.html - ruclips.net/video/iIZxgp2a-to/видео.html
Only in UE5. It's still there but "world partition" does the same thing with better controls. It doesn't change the fact that you need to split your landscape if you want to import a landscape bigger than 8129x8129
You would need to make sure that the split terrains all add up to roughly the total 16K-ish map you want. All is based on the UE4 Landscape Technical Guide recommended terrain sizes.
Well, after spending hours on this... The Map comes into Unreal VERY out of place. The y Axis is good, but the X axis lines are all jacked up... All out of place. In the wrong order.
As someone considering a purchase of WC2 these tutorials have been instrumental in my deciding to purchase. Thank you.
As a kind of Unreal beginner this was really helpful.
Great Tutorial! I'd love to see more on the advanced material setup for this workflow
Agreed, so would I. Can't figure out how to do it
I have a material setup planned to write at some point to share.
@@DesignwithTP it was a really good tut material side would also be awesome ;)
Just about time , Thank you . Can't wait for the next video.
From Egypt with Love.
Thank you for all !!! Now i can Following this method
Hey man, these videos were a great help and made me wanting to purchase World Creator! Please keep uploading this great content!
amazing tutorial, you made this so easy :D thank you! I've never tried splitting my height maps before but I imagine if I did before watching your tutorial I'd just be in agony!
more ue4 ,world creator content would be so appreciated! thanks again ^^
something very useful not said in the video is ue4 with throw up red flags if your not using those numbers. the other very important thing not said is you have to take your number like 505 and multiply it by 4, 8, 16, 32,64 and so on until you get your desired terrain size. so basically 505*4 =2020 to get 16 height map files. it always brakes it down 4x4 or 16x16 or 32x32 and so on. i had a hell of a time trying to get a 16k map to output correctly and found out i needed to take 4033*4 to get 16132 for the terrain size. just set your world creator 2 terrain to the output of that equation and then split up your tile width and heght based on the original number used such as 505 or 4033 or any other number on that chart.
edit: i corrected the first sentence to add not.
Hands down, this is why I'm moving from World Machine to World Creator.
Fantastically useful. Mahalo!
It would be awesome to learn the materials from you. Espeacially while we got used to your style of teaching. :) Thanks for these tutorials, they're really helpful.
I’ll be sure to do a materials tutorial from various approaches!
lol never knew about tiled weight maps, pretty sexy and makes sense when going over 8k resolution
Thanks for these great tutorials, they are really helping me understand the whole world composition workflow for UE4.
TIP: Not only should you avoid spaces, periods and other unsafe characters in the heightmap tile names, but if you select a layered material, make sure the material layer names also contain only alphanumeric characters and underscores, as the importer will try to create layer info files automatically, and will completely mess up the import. Layer1, Layer_1 etc. are fine, but don't name them "Layer 1" etc. as you will run into this issue.
I'd love to see this working in with like Unreal Sensei's free Landscape Auto Material. Still trying to get my head around it
This is a fantastic tutorial. Thank you for this excellent explanation.
Awesome ❤️
Thanks Tyler!!! Great tutorial as always.
Hey, just want to thank you for all of your tutorials. It helped a lot to get know World Creator. I was looking for "Getting started with World Creator 2 UE4 Landscapes" video of yours but I don't see it in your playlist. IS there a link to it? I am currently working on a landscape and having issues with transferring it to Unreal Engine. I was wondering if you can help me understand the division of surfaces from world creator 2 to ue4. I watched this video multiple times and still having issues with understanding the process. I have a landscape on World Creator 2 size of 8129 meters which is what Unreal engine over all size is used for 127 quads. When i export it at which tile width and height I need to set it up to to be squared? Every time export is turns out to be a rectangular heightmap. If I export it at 505 and trying to do a split because of level break down for game development, i need multiple level sections. So at 505 width and height it exports at 1,010 x 505 . If I try to change X scale it automatically changes the Y. Do I need to do half the width in world creator? I tried re sizing the map few times as well to fit in to make it a square but I am not sure I am understanding the math here. Please let me know how I can split this level .
awesome tutorial, thank you very much
Hello there - Thanks for your great tutorials!
A question - The largest map size in Unreal is 8129 or about 8km squares - So, If I wanted to make a 20x20km {or 16km sqr = 4033 x4 panels} world in World creator to send to Unreal, How do I create such a large landscape in WC2?
Thank you so much
THANK YOU SO MUCH
If people still don't understand, take your calculator and do this.
(Terrain Height) ÷ 4 +1 = Your Tile Height
Example:
4033 ÷ 4 +1 = 1009
Awesome and sweet tutorial. Im assuming unreal has a limit of 20km x 20km in world composition. Is there a workflow for 256+ sq km map size. Thanks :)
Thank you very much for the tutorial, it's really helpful, please make some more world creator series
Help! Any chance you could explain how to generate LODs to stop large landscape features popping out of view? Can't find the level details window mentioned in the documentation.
Just get a sweet gumroad video tutorial of these sexy topic and take my fukn cash.. hahahahaha
Cheers!
Great video, brief and filled with useful tips.
Is it possible to use world composition for some kind of modular landscape, where I can have like 5 kinds of mountain landscapes for example and somehow manage which one is added to the level layers and loaded?
Yeah I don't see why not so long as each level (terrain cuts) are all identical sizes. I'm sure you can make any assortment of arrangements.
How would this work with a terrain size over 8129x8129? Would it be possible? Your videos have helped a bunch so far, but I can find the answer to this anywhere else.
Great Tutrial! Thank you. I watch 3 times all the tutorial but i have a issue on the end. Unreal don't want to load the heatmap. (Levels/Persistant Level/right click/load) Do you know how to fix this? I'm using 4.18.3 version.
thanks for this
Interested to know how you would "add adjacent tile" using World Creator 2 as I don't see how you would create a single extra 505 tile to a WC2 terrain without making the terrain a full row larger resulting in some wasted space and maps you would have to export. In World Machine this was achievable as you were able to specify what tiles to export and could export an irregular shaped map.
WC2 doesn't have an option to "add adjacent tiles" like you can in UE4's World Composition. The coding to this program, from what I understand, is very limited in what they can do. That being said, since WC3 coming sometime later this year or next, is a fresh code that will have this feature. It's something I have stressed to them to include!
Thank you for Tutorial. But I want to ask question. I export tiled single image of diffuse map. Because I used satellite maps in wc2. So you can think all color layer in one image. And how can I import to ue4 material system like importing heatmaps?
Thanks, but I'm missing just the Info, how to export textures from WC2 (not only heightmaps). Is there a short tutorial for this? I can't see a kind of batch export there, it's always merging all selected textures into one. It should be able to export them optionally together with the heatmaps.
Hello Tyler - and thanks for this video. I am wondering if lets say I did a drawing a blueprint of an entire layout of a world. Bring into World creator flat and lift and model accordingly, is this possible and what issues once bring into UnReal 4 will this cause? I have already purchased World Machine and now wondering was that a mistake. I have my idea on paper flat but need precision on where things are and went on a search for world building and fast due to a project that is depending on me delivering. I'm not sure when you will see this but I am hoping you get this right away so I can make a decision on this software or not. Thanks in advance.
Looks like I'll be getting WC2 then. You're boss should be paying you a commission for these sales.
Thank you so much.
Hi, I have a map size of 8129x8129 do I have to export it to 505x505 for split?
Can you work in reverse, blocking out the landscapes and world comp in UE4 then bring that polished blockout into wc to add the detail?
No matter how hard I try, I can't seem to get the heatmaps to work correctly. They import into UE4 just fine and get applied to the terrain, However no matter which way I flip the heatmaps they just do not appear as in WC2.
Great tutorial, thanks
can't wait till the sync tool can do all that for us.
Planning to have a video on the sync tool. However, I wouldn't put all my cards into the sync tool for Unreal as there is no "pre-done" material in UE4's defaults so the syncing is pretty basic. Really, the sync tool for UE4 is just a handy feature to get all your files exported collectively from WC2 to UE4, it's still up to you to go beyond the basic setup and customize it to work fully...I can cover this. I prefer to do the conversions all manual.
I've been trying to export a split map into UE4 and it always says "No landscape configuration found for (126x126)." Or for whichever XxY dimensions I have tried. I've followed the recommended map and tile sizes from the UE4 docs, and I have tried to export the default map from WC2 with the recommended sizes.
TP. I was waiting for this new video... fuk yes...
Thanks
I'm confused as far as the textures go. How do I assign the textures I have in World Creator to the nodes in UE4? Did you do a video on this before, cause you skipped that step completely here. :/
8:01 Interesting that when you imported tiled landscape, it automatically defaults to 2x2 sections (and 16 components) over the 1 section/64 components, both are which are listed in recommended landscape sizes in UE manual. When making a game, would it be better to use 2x2 sections and 64 components or 1 section and 256 component? I've read the UE manual and I don't fully understand it: with 1 section you will have less component size which allows quicker LOD transitions and for occlusion of more terrain, but necessitates more components. Each component has a render CPU processing cost and each section is a draw call.
To chime in here, his previous video mentions that 2x2 is less taxing, you can see here: ruclips.net/video/8n7EZSLWNVQ/видео.html
@@andychristoforou Cheers for that! Yeah that video helped alot, since 2x2 seems to be the answer for performance, when and why would you ever use 1 section and higher amounts of components?
@@MrBalor89 NP, I'm not 100% sure but I believe a higher amount of components is for better resolution-but in UE's case you want the power of 2 for performance sake
My heatmaps (my tiles are 4033x4033) are really pixelated and almost black and white instead of greyscale. My landscape heightmap is good but there's no smooth blending between texture, there is small squares everywhere
Man you rocks ! Thank you :D
Ok, so i managed to import 32516m ( 32,5 km ) Square of terrain into UE4. ( 1m ) precision about ( 2GB ).
32516 : 4 = 8129
For 65032 : 8 = 8129 That does not work. Program just wont do it. I have 32GB of Ram but still it just ignores me.
It seems that if i want 65 km Square into UE4 i have to put together 2x32 km square.
For example Forza Horizon 4 has 75 km Square of playable area.
Thanks for the info. I'll have to look in on this. I know they've said their is a max bound but that bound can be altered so I'm not sure exactly 'how' but if you are able to get two 32 in there that seems great!
Well man, the most I wanted to know how do you extract the texture from WC2 to unreal and skip that part 👈, how do I get the textures?
what would be the tile size for an 8k map?
dude please do a tutorial on how to paint texture within world composition.....
Thank you for this well made tutorial, is any one know how to make a terrain bigger than 8km using WC?
Man great tutorial but that base intro is loud for headphones.
hi, tyler i have followed your video from the beggining but some problem occured to me in texture tiling can you please help me out
I am getting an error of no configuration found when I select the maps. is there any solution for this?
Unfortunately, this doesn't work very well with 8129x8129 (see edit: fixed). When you save out, the filename_x#_y# gets jumbled and imported out of order in UE4. Example: x2_y2 will be placed after x2_y21, and it does this all the way through x0_y0 to x31_y31. Even renaming them and re-importing causes all kinds of issues for me so far, with the tiles missing geometry and not lining up, causing massive gaps in the terrain vertically. Maybe my mistake was splitting tile width/height at 254x254.
Edit: I figured it out. The issue wasn't with the filenames at all. UE4 was placing them correctly, just didn't look like it in the long list. I ended up sizing them to 505x505 and the real issue was UE4 added (at least by 4.25.3) a checkbox when importing tiles to "flip Y" that was auto-checked, but the instructions here also say to flip Y... so it ended up being the Y was double flipped back to default. 2020 instructions for 4.25.3+ users: don't click the flip Y box in World Creator 2.
Edit 2: Spoke too soon. idk.
I had the exact same problem. Clicking "flip Y" in world creator and unchecking the checkbox "flip Y" on the ue4 import solved it for me
where is terrain size on new versions?
Great videos, although way too much rambling on about stuff. Do you have any tutorials that are more to the point and just step by step? Many thanks Tyler.
hi, why i have to load levels every time when i open ue4 and after when i load levels in which their is player stater is placed it crash every time i can load plz help to solve this issue
With Corona render!!!
Thank you. Im getting x:100, Y:100 and Z:-208000 as game engine scale in the export settings. Why is that?
Hm, that's odd. When you open up Observer tools, does the "range" value look normal to you? If so, then take 512 divided by the range number and that will be the percentage you use. UE4 has a max HM value range of 512m so if divide it by your range number in Observer tools it'll get you the % you need to use.
@@DesignwithTP In Observer tools i've got Min: 958464m; Max: -106496m; Rng: -1064960m. But the peak altitude of the tallest mountain is arround 255m.
@@DesignwithTP Its rare but, i figured out that when i activate SOIL checkbox in the "Soil Properties" section it fixes. Probably a bug.
Ah, the soil button. That could be a bug.... But, yeah, I usually keep that unchecked or if I have it checked, I only have it's depth at a max of 1m, that way I can see the true depth of the terrain as opposed to something arbitrary.
why use world composition? Why not import it as a whole one map?
Thanks !! Please can u make a tutorial about workflow CW2-QuixelMixer-UE4? or stream somethink.. i would pay for that :D or bake a cake! :D jezus just do it :D
Planning to do something like that!
Agreed! You're so good at these tutorials TP. There's no comparison. Similar to Mike Capson, my workflow is CW2 > Quixel Mixer > Twinmotion (younger stepbrother of UE4). I've done about 15 projects I'm unhappy with, and one that is 'acceptable'. I have my 4 yr old to watch each day while simultaneously learning several programs...yeah. Anyway, I appreciate the excellence of your videos and the amount of effort involved. Thank you.
How to import the ?? textures, that was in the pre. video "the Layer color" to the new Texture Sample? - And do you rename your "LA_Main" to "MAT_Landscape"? And how come you have the ThridPersonExample next to the Mat_Landscape? - hope it make sense. Im new in this, so sorry about all the questions! Im adding the links here, so you can hopefully see what I mean. ruclips.net/video/8n7EZSLWNVQ/видео.html - ruclips.net/video/iIZxgp2a-to/видео.html
Yeah UE does not like any oddness (including spaces) in filenames.
haha nope, it sure doesn't!
World Composition has been discontinued from what every one has said on discord
Only in UE5. It's still there but "world partition" does the same thing with better controls. It doesn't change the fact that you need to split your landscape if you want to import a landscape bigger than 8129x8129
How do i export a 16K MAP?
You would need to make sure that the split terrains all add up to roughly the total 16K-ish map you want. All is based on the UE4 Landscape Technical Guide recommended terrain sizes.
Well, after spending hours on this... The Map comes into Unreal VERY out of place. The y Axis is good, but the X axis lines are all jacked up... All out of place. In the wrong order.
not able to import layer from levels in 4.25 unreal? how do I do this then ?