Hello all I have this issue happening which seems to be strange where by I get this strange culling, but it seems to be aligned with the edges of a Cell as seen in the below Screenshot.
I had setup my nodes in Blueprints to subtract certain textures, to control which the biomes were allowed on, but I also seem to see what appears to be a limitation, unless there is some setting that I am unaware of on the culling of the global vegetation, or per Cell.
Or is this just that there is a limit on how many textures to subtract have a limit.
This is my current node setup.
The Landscape is a streaming 10 km Terrain with 4 different sets of biomes.
I cannot use Splat-maps since there terrain was originally from 100 Cells exported from a Unity Project, originally, exported as Height-maps and imported in with the World Partition. And so it would be a larger Blueprint to link up splat-maps for each cell Individually.
So what would be the reason that I am getting this issue, I notice if I remove the subtraction of several other textures the vegetation will fills up , however this leaves the risk of it showing on other surfaces that I don’t want it to show on.
Please advise on what may be the cause and how to solve it. The same shows even when I test the level in play mode.