Displacement problem creating gaps between faces

Hi there,

I am making a simple project where I am creating a moon and applying texture maps to it.
I exported a subdivided sphere from Blender into ue4 in order to apply a displacement map to it.

This is my simple material for the moon, the displacement is acting correctly in the material preview but in the scene, there’s gaps between faces.

290785-moon-capture-3.jpg

I realy don’t understand why.

Is it :

  • An .fbx export option from Blender?
  • A specific option when importing the mesh in ue4?
  • A tessellation option to check?
  • Some render parameter in my scene?
  • Too low resolution for my sphere?

Thanks in advance

Did you check the Crackfree displacement option to true?

Oh my bad, I thought I checked this option, thanks for our answer !

No problem. Happy developing!