[BUG] Landscape Grid Gap 4.4

Hello,

I have some issues with landscape generated from heightmap. After generating and editing everything is ok but when I save the project there is a gap appears in the grid (only one side and only last row).

Here you can see this on the screen shot.

https://dl.dropboxusercontent.com/u/50928320/Screen_land.png

The same bug appears not only in the editor viewport but also in the game viewport.
When I come very close with the camera this gap disappears.

Size: 32x32

Hi Footman,

The link to your image appears to be broken. Can you edit the post with a new link or post a new image? Thank you!

Hello ,

I fixed the link.

Hi Footman,

Does this occur on a blank project with no additional content? Further, is it specific to one heightmap or can you get multiple heightmaps to show this? Thank you!

Hello,

The same comes with blank project and with other heightmaps. I am using Mac.

Here is my heightmap generated with World Machine.

Hi Footman,

I was unable to reproduce this on my end. When I attempted to use your heightmap everything came in as intended with no gaps or seams. What are your mac specs? You can find this information by going to the apple icon>About this mac> More info.

Yosemite
MacBook Pro
Intel Core i7
AMD Radeon HD 6750M
12 GB Ram

What steps are you taking to import the heightmap?

Landscape → Manage → Import from File → 31x31 → Import

Nothing more

Hi Footman,

Are all of the heightmaps you are using created in World Machine or have you used heightmaps created elsewhere?

Hi Footman,

We have not heard from you in quite some time. I am marking this as answered for tracking purposes. If you are still experiencing this error, please comment with the requested information. Thank you!

I reproduced this bug by lowering the quality settings.
Best way to see this effect, is use epic settings… then switch to low or medium (Quick settings → Engine Scalability Settings).

The heightmap is rendered in the GPU, its logical that when you lower the quality (and thus lowering the quality of texture mipmaps etc) this will affect the way the heightmap will be rendered (bigger inconsistencies when calculating the different lod-zones in the gpu shader).

Either force this texture to be on epic quality somehow (don’t think there is a manual override per texture currently), or tweak the gpu heightmap shader.

Also a dev responded on this issue, its probably going to be fixed into 4.5 but not sure: