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Roberto De Ioris
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Update Landscape_API.md
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docs/Landscape_API.md

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@@ -89,15 +89,15 @@ landscape.landscape_import(quads_per_section, number_of_sections, components_x,
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landscape.set_actor_scale(1,1,1)
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```
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You should have noted that instead specifying the quads per component we are using the 'section' concept.
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You should have noted that instead of specifying the quads per component we are using the 'section' concept.
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The truth is that UE4 allows another level of subdivision for giving better control over optimizations (LOD, mipmapping...). More details here:
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https://docs.unrealengine.com/latest/INT/Engine/Landscape/TechnicalGuide/#componentsections
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You can have 1 section (1x1 quad) or 2 (2x2 quads). Other values are not supported.
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Even the number of quads is related to textures size, so valid values are: 7x7, 15x15, 31x31, 63x63, 127x127, 255x255 (note the off-by-one weirdness, as all of the terrain tools works with max value on not the size)
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Even the number of quads is related to textures size, so valid values are: 7x7, 15x15, 31x31, 63x63, 127x127, 255x255 (note the off-by-one weirdness, as all of the terrain tools works with max value and not the size)
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Note that you need to carefully choose the size of the terrain as well as the heightmap:
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