So was going along with this UE4 tutorial on world outliner using tiled heightfield maps and had a few issues, namely below - is what Houdini produces when exporting a tiled heightmap (or black tiles). Flip Y on or off in Unreal is still a garbled mess. Anyone have any idea or has successfully done a tiled landscape in Houdini to UE4?
I'm exporting tiles via a heightfield output node.
Is there a better way? What's the upside to Heightfield Split or making an HDA? Can an HDA heightfield possibly be more efficient?
Also Unreal wants very strict naming conventions - name_xNumber_yNumber but the heightfield output node doesn't offer that - anyone know a code to fix that? Not sure what to do as you're forced to use Houdini's built in tile naming and don't want to rename 16-64 tiles manually.