Artifacts/gaps between spline meshes

Hi All,

I’ve been scratching my head for a while on this problem, browsed through loads of forum post and YT videos but found no solution, though this seems to be a somewhat widespread issue unfortunately.

The title pretty much describes the gist of the problem: artifacts/gaps between spline meshes.
What’s make things worse: it wasn’t present in UE4, I never had this issue back in the past.

So I made a really basic spline blueprint to create roads, really common stuff.
This is the UE4.27 blueprint.

And this is the UE5.6:

No surprises here, almost the bare minimum, using the Basic Plane mesh and a Grey material from the Engine Resources.

The UE4.27 works as expected and provides a nice, continuous mesh - for the sake of fairness, it shows gaps in the projected shadow but I don’t really care that much, it will be a road.

However, the UE5 version is different - and dare to say: not really usable in this state. :expressionless_face: Those dots between the segments are clearly visible.

Sadly, it’s the same with PCG:

I’ve tried many things…

  • using solid meshes instead of simple planes
  • turning Nanite on/off, adjusting its settings (Fallback Target, Relative Errors)
  • turning Lumen/lights on/off, messing around with the settings (but Unlit mode shows the same issue in UE5)
  • trying different things in the blueprint (get Loc/Tangents by distance, clamping the tangents, different splint point types,…)

One solution came up though: merge the BP actor to get a single static mesh but many times it isn’t practical.

I’m almost at my wits end because seemingly there are no solution or answer to this problem despite it looks a showstopper on many fronts.

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I’m not at a machine rn, but recall there is a lot of tweakable parameters on the spline itself ( details panel ), related to this sort of thing ( you can tweak various thresholds, can’t recall the names ).

Take a look at this ( near the end, it’s long… :smiley: )

We were dealing with placement accuracy there, which this may be, but I think there’s also stretching etc.

Thanks for the insight, I’ll definitely read that thread, every little breadcrumb counts! :slight_smile: :raising_hands:
It was just so baffling that switching from UE4 suddenly broke this part of the tech.

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Yes, this also was a subject in that thread…

so many years later and this issue is still there, also there is insane lag in 5.5.4 (I assume above as well)

Hey, it’s been a while. I couldn’t really get back to this project unfortunately until now. When @ClockworkOcean posted a possible solution I briefly gave it a try, sadly no real breakthrough; then my friend also looked into it from a different perspective and found a solution… well, kind of… and it makes sense in a way.
The artifacts appear more muted in different AA settings which almost look nice (TAA is the best) in a static image but zooming in will still reveals some problems; and the magic is broken in movement. :frowning:

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Did you ever find a solution? I’ve tried a few possibilities that suggest modifying the tangents based on the length of the mesh used, but I’m still seeing the slight gaps.

For both the start and end: get the tangent at spline point, Normalize it and then multiply it by the distance between the start and end points (length of the mesh), then input that into the ‘Set Start and End’ node. You’ll see this example in the ‘Landmass’ plugin (SplineMeshChild BP).