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Landscape Material Distance Quality

Hello, i am creating a very large map and because of this my landscape material will tile quite a lot. As far as i can see the quality stays either full or very high which will only take a big hit on performance. Like in games the terrain from far away has a lower resolution or larger tiling in order to lower it's performance usage. I have seen this used in games used on UE4 but i can't figure out how to do it myself and can't find anything on it. Would love some help on how to do this. I am new to this so if it has to be done using blueprints please explain, thank you.

Product Version: UE 4.14
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asked Apr 12 '18 at 09:08 PM in Using UE4

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You should use world composition with level LODs to swap vista landscapes for static meshes.

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answered Apr 12 '18 at 09:42 PM

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avatar image samhall1995 Apr 12 '18 at 10:16 PM

Thank you for replying, after a few minutes looking i found World Composition but can't find what you said about swapping the landscape into a static mesh. Is this automatically done or am i just being blind?

avatar image Deathrey Apr 13 '18 at 04:17 PM

It is laid down in World Composition User Guide.

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In the starter content grass/moss materials they have the normal fade to a flat color, you can adapt that to switch between textures with different UV sizes. Here's a simple example using just two levels: https://gyazo.com/558ce197e36de18af4c79b6949c8c980

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answered Oct 10 '18 at 08:28 PM

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