A visible seam is present on a static mesh generated from a landscape in Unreal Engine 5.5.

To give you a bit of background on what I’m trying to accomplish: I’m using Unreal Engine’s Landscape tool primarily because of its powerful features, such as terrain sculpting and landscape splines. After modifying the terrain, I need to convert it into a static mesh so I can reposition it—this is part of a project involving an infinite runner. Each terrain tile is about 1km², so performance isn’t my biggest concern at the moment.