How to control Landscape Tessellation with distance?

Using Worldposition-XY for the UV input fixes it! Thanks! I have also tried to plug the TextureCoordinates and LandscapeCoords node in there, but with these 2 I always get the heightmap mapped to the entire landscape without any tiling. So I plug the LandscapeCoords node into the heightmap texture, use it for both the base color and displacement, and while the base color is tiled correctly, the displacement is not tiled a all. How can this be? It surely is a bug?

One problem is left though, I get a lot of cracks in the landscape in the area where the tessellation multiplier is faded towards 0:

http://puu.sh/jOnHb/44a198e40b.png

http://puu.sh/jOnIp/aab54f06e9.png

http://puu.sh/jOo5E/fde05c54ac.gif

Any ideas how to fix those cracks? Did you not get those? I have of course enabled “Crack free displacement” in the material.

With using the Worldposition-XY for the UVs it now also works great with the real texture, and you are right, the resolution is a bit too low, it’s looking a bit too edgy. Are there any plans for making the max tessellation amount modifiable without the need for manually compiling the whole engine? I can live with the low resolution for now, if the cracks would not be there. So any idea how to fix the cracks?