Issues with Landscape Splines after resizing landscape components

Hi,

I need to resize my landscape to cut back on components, but when I resize, all my landscape splines either become uneditable, completely disappear, or become partially editable with the control points disappearing. Any thoughts as to why? I am using 5.5.4

Thanks!

One thing comes to mind. Is your resizing a complete square?

You never just “delete components” or “add” them for that matter. So let’s make sure that’s not what you are doing.

Copy/duplicate the level, then try to just resize with the specific settings option.

A landscape resize is an effective “clip”. You loose the data you resized out if any. This includes spline points of landscape splines. You shpuld add a point where you think it will clip out so you can still control it after it’s been cut by the process…

Thanks for the reply

Yes it is a complete square, I haven’t deleted or added any components. I am using the resize function to cut back from 1024 components to 64 by changing component size from 63 to 255. My landscape tick group was bogging game thread down, assumably the grass builder ticking on too many components, but I’m not an engineer so I don’t know the guts of it, I’m just trying to make big ms into small ms and that worked excluding the spline side effects.

I have some old autosaves I threw in a backup folder I can try copying everything over from. Though on another level a while ago I was having some difficulty copying landscape splines from a duplicate of the original to the resized landscape directly though I forget what

Resizing again on the current level deletes everything, at least visually, I have no clue if the point data still exists somewhere once the mesh is gone.

The meshes still exist in the level but the green debug lines and control point billboards are non existant, so clearly there is some data there. Since this is a modding SDK I cant use cpp, it is disabled in the project. Is there a way I can recover this data via euw bp’s?
**double checking I CAN add cpp classes now and make bp’s from them, which was previously unavailable, but I cannot access the games code in the solution. I can at least have more freedom in the editor.

One of the dev’s euw’s utilizes an execute python command node to hook into landscape spline meshes to set them all not to cull for the sake of creating minimaps, which does still work after the splines got borked, so python is able to interact with these broken splines somehow meaning the spline itself still exists. Though I haven’t found the script to reverse engineer it. I assume its probably locked away with the cpp classes and inaccessible.

It’s likely just a locked off part of the engine itself. I would suspect the dame behaviour would happen if you created a new project with a new landscape, added a landscape spline, then resized.

Look, by all means, do make a bug report. But the reality is they aren’t going to give a toss - nor will they fix it in this century.

If you want to fix it yourself, dig into that pyton script like I think I already suggested in the other topic. All you need to do is pull out the spline point loc and transform.

With that info, you can then create your own whatever (a regular BP is enough) that contains the splines, and you can get those to edit the terrain by toggling the bluetility call.

Now, re performance. On a gtx 1080 landscape size of about 1km squared far outperformed the 2k/4k setups because of memory limitations (if it’s still out there shpuld be an Intel dev log on optimization about it).

On bigger/newer cards where the VRam is much beefier the size isn’t memory limited. But performance is always a factor of drawcall count. More drawcalls on a landscape by having extra components, less performant you can expect it to be.

Usually, 4km 2X2, 256 component is “ok”. I mean, you can’t expect anything using a landscape to reach 4k@144hz - that’s just not possible for Unreal + landscapes (using meshes you can try and maybe have a chance on the gtx5090).

I have no clue what you are on about tick. If you think it’s involved maybe it is. This engine has gone so far down the toilet I stopped keeping track. AFAIK the landscape itself doesn’t tick.

The last time the landscape LODs worked right was in 4.18. After that, they changed the system to use “screen size” for “consistency” they claimrd (instead of distance from camera). After that point in time you either had to be very brave (and the people who made Outerwilds are the only ones I know that did so sucesfully) or very stupid to still use the labdacape system in a final build. Everyone else would just convert and cut up meshes to avoid dealing with it (and it’s collision or lack there of).

I know you can’t do any of that. Just giving you the history.

Best of luck digging into the pyton script and re-coding your roads. I think if you persevere this way you have a chance at least (But also I’m not sure its going to solve the performance issue, so maybe consider that too. Look into other optimizations fitst?)