Auto-slope material on procedurally generated terrain has broken seams.

UE 4.25

I am using procedural mesh components to generate an endless terrain, however the auto-slope material which works in any other use case is failing at the seams between meshes.

I imagine it has something to do with the way the tangents are calculated from the UVs, but I am not fluent in C++ and am trying to keep this a blueprint only project. I’m hoping there is a solution that does not require delving into the code.

The UVs are calculated as X / grid length, and Y / grid length. I’ve tried several solutions for UVs, all with the same result.

All of the textures are world aligned.

I’ve searched far and wide and can’t find a solution, any help would be greatly appreciated! Thank you for taking the time to read!

This is how I calculate the slope alphas for various textures, and I’ve also tried world aligned blends, neither method fixes the result.

bump