tldr: I put a big freaking landscape into UE4 and made a bunch of cool tech to help make our live's easier.
This is a geo-specific 12km x 12km map at 1 meter resolution we made here at the Army Game Studio. The actual location I am not allowed to say. Around 6km of it is actually populated with afghan style props and buildings. This was a huge project effort in which I handled setting up the landscape from Global Mapper to World Machine to Unreal Engine 4. Once it was in, I handled setting up the streaming sections in world composition and setup the material and LOD's. The material is weather reactive and has automatic cliff blending to help speed up the painting process. I extracted color values to approximate where sections of dirt, mud, grass, rock, and sand would be. To save on layers and textures, I setup what I call the Modifier layer. This layer controls a color blend between 2 colors per layer. This makes the variation much more realistic and helps ease the amount of layer overhead there is on the material. After the landscape was in, we needed a fast way to populate this region with 1000's of non-square unique buildings. I developed a building creator that allows for multiple point / convex / concave buildings. Once the pieces are loaded into it, you can make any shape you want. See the UE4 Tech Reel
to see more of that madness. Overall, this project was extremely challenging being that we are a tiny team working on many many projects at once.
Miguel Santiago: Lighting System and Weather System
Jonathan Sells: World Building and Propping
Jeff Severson: World Building and Building Creator Assets
Questions are welcome, critique's and methods with Massive Landscapes that you think could help me out would be awesome too!
PS. I have figured out a blending method with landscape that completely eliminates the dark spots with more than 3 height blended layers if anyone is interested. I can do a write up in another post.