i made a custom map with world partition and I simply add the PGC_forest
I modified the landscape in nanite and update the material to accept the displacement.
And I have an issue with the displacement map on nanite landscape
As I found on the forum I modified the defaultEngine.ini to enable displacement on the material ( [/Script/Engine.RendererSettings]) to add :
r.Nanite.AllowTessellation=1
r.Nanite.Tessellation=1;
note : when I disconnect and reconnect the displacement I have the same result than my colleague but just for a second.
i have an 3090 I am not sure for my collegue I think a 4070
thank you for help if you have an idea.
Best regards
Daniel
I have found a solution to this problem ! In the displacement settings, you need to set any other value in magnitude. For example, if it was 2, then just set 2.001. Then displacement will turn on. This should be done every time a similar problem occurs. At the same time, it is impossible to return to the previous magnitude values, it is necessary to use a different number. That’s such nonsense, but it works))
And yet, it seemed to me that after all the changes to the material, you need to rebuild nanite. It seems that in this way the performance becomes a little higher.
Hey I was having a similar issue, in my case it was due to the way I was setting up the displacement on the graph. Have a look at my screenshot: I followed a tutorial and was using the 2th option and getting glitches like the ones you had too, then I changed to the 3rd method and the landscape worked better. Hope it helps.
Hello! Have you found any solution. I have been searching for an answer for quite some time. Everything work well in editor and PIE but not in packaged.
I dont get why its just working on my landscape on flat areas.
When there is a sculpted area and I rebuild the data I get these weird stretches.
Nanite doesnt work well there.
Any ideas?
Thanks