[=AndrewHurley;588317]
Hey ,
It looks like you are experiencing a bounds issue. Try extending the Negative and Positive ZBounds for the landscape. The flickering and disappearing of meshes/components are sometimes the cause of World Position Offset pushing the object past its bounds. It looks like you are using WPO in your material. I would also be sure to set the Static Lighting LOD to the default, just for testing purposes.
Let me know if you are still experiencing the issue after trying the suggested changes.
Thanks,
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Hi,
I did not use WPO. Only using the distance based tessellation setup that I have been using in 4.12 and older versions. Screen below.
Also I did extend the bounds and set static lod to default but nothing changes.
Generally speaking the highest lod still covers a very massive area, areas far from player that don’t need to ge tessellated. So the only way people are able to use tessellation and limit it’s range to a few meters from player is through this distance based setup. That I don’t know why is not working in 4.13 at the moment.
I hope this get fixed for the hotfix.