The 16 texture cap is a DX9 limit. If you look on the UE4 trello roadmap it looks like they plan to bump up DX11 shaders to a 32 texture limit. Until then, if you can turn off static lighting, you should get back a couple texture samplers. If you use constants for specular/roughness, you get back another texture sampler…
I'm a little late to this party but in reply to Leech's post: I tried that and it made a mess of my terrain. I instead used a splatmap exported from WM and a height layer blend node. Problem now is that when I try to edit visibility of the terrain, it creates black sections around whatever I edit. I've tried several…
You can import erosion/flow/etc. maps from WM into UE 4 as weightmaps to tell the engine where to paint your materials initially. You don't have to do that in the material. On your layer name in the Landscape Paint mode, right click on it and select "Import Weight Map" - select your 16bit greyscale and poof.
The way ue4 handles materials for landscape is imho a bit stupid since it's really limiting what you can actually do. They released the landscape showcase in the latest 4.4 update that has quite a complex landscape. It has basically 3 types of material, snow rock and grass. The material is made of 3 layers created with a…