Whenever I import a landscape into UE5, there is a gap between each landscape proxy. Is this a known issue with the landscape import workflow?
Used to be only on materials that used displacement incorrectly.
If you don’t have random wpo values in the material, then im not really sure what’s what.
In my case this applies to the landscape with the default material as well:
I am on Unreal v5.3 (also saw on v5.2), and the landscape was created via the LandscapeCombinator plugin.
I only ever had UE5 do this once.
A delete and re-import of the heightmap and it was gone.
I have never seen it since in hundreds of heightmap imports.
As to why you are getting it I have no idea.
the landscape was created via the LandscapeCombinator plugin
I am not familiar with this plugin.
What happens if you use the standard Landscape import method.
It sounds like a bug in this plugin.
It could be the heightmap is sliced incorrectly, but then you’d get height discrepancy from tile to tile rather than a line like shown.
Still worth mentioning, make sure the heigtmap files are valid and correct (png16 properly edited and containing real 16bit values).
And see if the position values on each landscape actor are fractional.
If they are, that’s likely an issue.
Floating point precision will hit rendering too at large distances from 0,0,0.
Last but not least, since it seems like the gap stops, shove a directional light under the landacape, place a plane stretching across the landscape with a lightmap res of around 2k, bake lights.
That will tell you if the gap is there everywhere or if it actually stops further on. The light bleed will render onto the plane.
If it actually stops and the bake reflects it, LOD0 on the landscape is doing something wierd.
Though rare, this could be due to a bad tile size.
Based on how I was using the LandscapeCombinator plugin, this was the cause of the issue. My heightmap was being imported from a .tiff file, which would not load on my machine unless I lowered the precision to 97%. This caused the ever-so-slight gap and was fixed via using 100% precision
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