ALandscape::RenderWeightmap when pivot is not on the Landscape corner

Hi dear Community.

For a city builder game, I need a Landscape system that can be edited at runtime when a building is placed.
To my knowledge this is not possible with the standard Landscape since a lot of the editing functionality is excluded in packaged builds.
So I decided to develop a landscape system based on the UProceduralMeshComponent and bake information from the Engine Landscape.
If you’re interested, you can see the full Plugin on GitHub

For landscape layers I draw the layer weights to render targets, which are then blended in a MaterialFunction.
When the pivot of the Landscape is at the corner (which is the case when the Landscape is initially created), this works pretty good.
However if I add more Components to the Landscape in negative X OR Y relative to the pivot, the ALandscape::RenderWeightmap(…) function, remains black for these areas. Again, as far as I know, there is no way to simply move the pivot for Landscapes.
I fiddled with the InWorldTransform and InExtents Parameters, but I was not able to fix this.
Does anyone have in Idea how to solve this?
Or might this be a bug?

FBox2D InExtents = FBox2D();
InExtents.Min = FVector2D(0.0f, 0.0f);
InExtents.Max = LandscapeSize;

FTransform  InWorldTransform = GetActorTransform();
				
ParentLandscape->RenderWeightmap(InWorldTransform, InExtents, Layer.Key, GroundType->MaskRenderTarget);

The images below should illustrate the problem.
I would be thankful for Ideas :slight_smile: