Hey guys!
I have a bit of a problem with matching the results that are being shown in WM with the end result in the Unreal Engine (UDK). The general shape is alright but there seems to be a mismatch in the altitude. As you can see in the UDK example the scaling of the Z axis is just going through the roof.
What I did found out is that the Terrain Altitude Scaling in the Project World Settings was set to 2625 m. When I changed it all the way too the right I got a similar result as in the UDK. What I did then is to clamp the end result which kind of fixes the issue but leads me to my question.
What would be the best workflow in this case because clamping doesn’t seem to be the best option. Would it makes sense to just put the Terrain Altitude Scaling to a very high value to mimic the UDK scaling and if that’s the case, Is there someone who know the proper settings in the Altitude Scaling for the Unreal Engine? I guess it’s something between 10000 and 16000m.
Cheers