Using Gaea masks for importing onto Unreal landscape causes all the other masks and paint layers to scramble or drop their textures from the landscape when World Partitioning is enabled. When it is not the masks and paint layers work as expected. Is there a problem with the WP that causes the masks to go awry?
I use Gaea for Terrain and maps.
A few things could be causing this. First, your actual landscape material might not be setup correctly (just because the textures appear when you paint, doesn’t mean it’s prepared correctly for these kinds of workflows)
Secondly, your mask export on Gaea could be incorrect. If you’re using purely weightmaps, you need to ensure that each layer mask is “0” wherever you don’t want it to appear. You can do this through some simple operations inside of Gaea, by subtracting each layer from the next before outputting, and then adding them all together, then inverting to get your “base” layer.
Otherwise, you can use different landscape layers and Alphas to draw what you need.
Thanks so much for the help! Sounds solid and will give it a go!
Have you been able to fix this issue? I am having the same problem constantly and I pretty much tried every config out there for Gaea.