You can't scale all of your meshes by more than about a factor of 2. Otherwise you are going to run into a lot of problems with engine collision and physics etc.
To properly scale the world, as I mentioned in my post, you have to change the engine's scale units which requires re-compiling the engine.
But you can typically only go down to 1/2 the size or up to 2x the size.
The default engine units are 1 unit = 2cm.
See UDN Engine Units and Changing Units.
To quote: "Epic does not recommend changing the Unreal Unit scale by more than a factor of 2".
So even if you purchased an engine license, scaled all of your meshes down by 2 (which you would not do in this case), modified the engine scale by 2, and modified the engine world by 2, you would still only get a 10km*2*2*2 = 80km x 80km maximum map size.
And you can't do all of that with just the UDK.
You are free to try scaling all of your UDK meshes down to 1/20 size, but if things start missing on collision, and physics starts failing, don't be surprised.
To properly scale the world, as I mentioned in my post, you have to change the engine's scale units which requires re-compiling the engine.
But you can typically only go down to 1/2 the size or up to 2x the size.
The default engine units are 1 unit = 2cm.
See UDN Engine Units and Changing Units.
To quote: "Epic does not recommend changing the Unreal Unit scale by more than a factor of 2".
So even if you purchased an engine license, scaled all of your meshes down by 2 (which you would not do in this case), modified the engine scale by 2, and modified the engine world by 2, you would still only get a 10km*2*2*2 = 80km x 80km maximum map size.
And you can't do all of that with just the UDK.
You are free to try scaling all of your UDK meshes down to 1/20 size, but if things start missing on collision, and physics starts failing, don't be surprised.
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