spherical Terrain Material Problem

Hi, i have a little Problem with my spherical Terrain. I made a Material with layer blending.
The Problem is, that the blending doesn’t work the way i want it.
It should paint the “higher” terrain with the stone color and the “lower” terrain with the grass color.
How can i change that? I used the Unreal Wiki to achieve what you can see.
I guess its a Problem with coordinates.
Here a Screenshot:

Can you help me with the planet’s landscape? I have the stuff you need. But there is no geometry, I did not know that it is impossible to raise the landscape using the height map

For me best way to learn is study ready project, good done. You can check two Epic projects: Racing Game and Landscape Mountains (in learn tab). Here you have rocks with material where snow or sand is placed on top only, you can easy change it for grass (I think this is already in Landscape Mountains).
So you have best sample here, just import projects (free) and try.
I use similar way for my landscape, rocks and other assets, works great.

And can you help me with the geometry for the planet, I want to make a geometry with a height map

Unreal Engine world is based on flat geometry, so it need a lot of changes, math and maybe changes in engine. You can do it in C++, maybe plugins, but this is not easy and if you are new in UE and programming, if I can suggest, try easiest ideas.
You can read this thread for example Creating Planets - Where to Start? - Physics - Unreal Engine Forums here some talks about planet creation in UE.
I think nobody can help you with this question in single thread.

I already have gravity, and it has been applied so far only simple sphere. I need geometry through the elevation map because I have a map. problemo ONLY in geometry. It is true then it will be necessary to make third-party AI…

Ok, I don’t know, your gravity system changes coordinates or not and I can’t see your materials blueprint. You post image and I see here effect you need, this is not clear for me where is problem? This is your sphere or from other sample? You said, you need rock on top, grass on bottom - this is on image. Maybe I don’t understand.
Post also link to this tutorial, will be easier.

По порядку.

  1. Я не автор темы, просто я смотрю вы разбираетесь, у меня есть сфера, просто сфера с UV, а мне нежна сфера с геометрией, которую я должен получить с помощью карты высот.
  2. Гравитация по вот этому ролику, правда мне пока не удалось применить к чему то кроме простой геометрии - YouTube еще есть такой вариант UE4 - Planet Explorer Game Part 3 - Planet Gravity & First Person Character - YouTube

The best way I found is to use the CylindricalUVs node and then blending between the planar projection at the poles and the spherical projection around the equator. Kinda old thread, but I figured I’d post my solution here if anyone runs into the same issue as I did. Attached is a partial of my material. It has multiple CylindricalUVs as I am also switching between diffrent materials depending on the height of the terrain. Note that if you want to apply this to normals, you need to make your own custom variant of CylindricalUVs as the default samplers it uses are color based instead of normal based.

This is the result (textures disabled in favor of simple colors and using normals instead)

As to OP’s question about height blend: Use the distance between Absolute World Position and Actor or Object position, then divide that by a combination of object scale, a height bias and the minimum and maximum elevation of your planet procedural mesh (which you are gonna have to pass to the material from the main BP)

It’d be cool if you could show the full graph for this, kind of stuck in the same boat.