World Composition

It's possible to use World Composition with Brushify - Auto Material. However I do not recommend this feature anymore for a multitude of reasons.


The World Composition system was first introduced in Unreal 4.9 in August 2015 making it now 6 years old. Unreal Engine has changed quite a bit since that time, as well as the capability of even the most basic consumer level hardware.

Unreal Engine 5 has replaced the system entirely with a new system called World Partition which aims to automate process of creating large worlds.

Needlessly complex workflows

World composition is a complex system and can slow down level development. Tiles need to be loaded and unloaded, proxy meshes for the distance must be generated whenever the playable landscape is sculpted/painted. This is a very time consuming process that isn't automated out of the box. For artists and designers this makes working with world composition incredibly frustrating and time consuming. It's rarely cost effective.

The good news: A huge playable landscape is possible without world composition

By default unreal engine supports the import of heightmaps up to 8161x8161 pixels. At a default landscape scale of 100, 1 pixel = 1 meter.

8161m x 8161m = 64 km²

If you scale an 8k landscape by x2 (Scale value of 200 in landscape creation settings) that will bring you to 256 km². An absolutely giant playable space larger than Red Dead Redemption 2 (Rockstar's largest game world to date with 75 km²)

These settings will result in a single 128km² landscape.