Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

How Would I Go About Making A Terrain That Is 20km x 20km?

Hi, I would Like to make a terrain that is 20km x 20km. I know this is 2,000,000 x 2,000,000. Problem I am having is that when I make a terrain that is 2,000,000 x 2,000,000 I cannot Sculpt the terrain. so how would I go about making a detailed terrain of this size?

Product Version: UE 4.20
more ▼

asked Oct 28 '18 at 10:28 PM in Using UE4

avatar image

1 1 2

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first
world-layout.png (992.4 kB)
more ▼

answered Oct 28 '18 at 11:55 PM

avatar image

98 2 5 8

avatar image V_Entertainment Oct 29 '18 at 12:05 AM

I read somewhere that world comp does not work with multiplayer?

avatar image timsev7n Oct 29 '18 at 02:34 AM

I believe this is because the server tries to load a stream level and the client remains in lingo on their level. The docs say:

Big Worlds and Multiplayer Right now world origin shifting is not supported in the multiplayer games. Here are two solutions that can be implemented for your specific needs:

Implement your own server solution. MMO licensees mostly do this.

Implement some layer between clients and unreal dedicated servers which will transform shifted absolute positions from the clients and route them to the right dedicated server, which only holds part of the world where client is.

However if you disable world origin, shifting you can run a tiled world with a dedicated server. Dedicated servers will load all distance dependent levels, and each connected client will work as usual loading only level that satisfy streaming distance settings. A server holds a list of visible levels for each client and filters Actor replication by this list.

I've never used world comp etc, good luck!

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question