Landscape broken after saving

Hi everyone.

I’m working on a project in which I have a landscape asset with VT and a lot of foliage scattered around. I keep running into this issue everytime I close and open up again the project. Some landscape areas are flat to extremely low values leaving a hole which can’t be fixed using sculpt brushes or having local back ups. I do not know what’s causing it and I’m tired of losing hours of work, does anyone know why landscape with VT on UE5 is so unstable? Thanks


Going into PAINT MODE inside the landscape editing tools “fixes” the issue temporarily reducing drastically the spikes but leaving some spots around the landscape like the one below

Are you using any kind of height map information?

I do have a height material function on the painting layers but not using it on the landscape material though as it’s off, so basically I have it set up just in case but not being used at the moment.

This is tricky. It looks like height map artifacts… Sometimes the files can cause artifacts if they aren’t set up properly or the wrong format. They also need to be at a “power of 2”, but I don’t think it’ll even let you put anything other than that in there. Maybe check the texture of the material and double check if it’s set as a virtual texture or not and tinker with that or maybe the height map, but you did say its off…?

I’m not 100% sure off the top of my head, but I don’t think you can mix and match material textures with VT and regular textures maybe something is conflicting there.

Are you sculpting below the “0” threshold at any point? I’ve had some issues with trying to drop the landscape down below the plane it was originally created on, but not sure if that’s what’s going on here.

I’ve also always encountered weird stuff when painting foliage on the landscape and then trying to sculpt after the foliage was painted. I have seen this before, but can’t remember what I did to solve it, I think I just took approaches that treated the symptoms, but never figured out why it’s doing that. Or worse started over…

Stuff would start popping out of the ground floating around and causing artifacts that would give me anxiety after hours of work. I’m talking about UE4.26.2, but it wouldn’t surprise me if it still happened in UE5. I never try painting foliage and then sculpting anymore. Always after. Too much risk and zero reward for the problems it caused. I definitely don’t think its normal behavior.

If you have WAY too much time involved you could probably try a hack around and cut a hole in the landscape over the affected area and try and fill it back in like a skin graft lol. Not a good solution, but it could work lol. If you have enough memory on your pc, you could just select the whole darn landscape and everything in it and lift it up a few hundred units and see if that helps too, but do so at your own peril lol. I too have wasted a lot of hours on weird stuff like this no one has an answer to. But I’m leaning more towards that height map… So good luck my friend!

That’s really helpful mate, thank you very much for so detailed answer and giving me some ideas to try, I tried most of them on my own already but didn’t worked. I thought of moving the landscape but as you said it yourself, once you’ve added foliage you need a NASA computer to move it and don’t have the engine crashing on you.

It’s funny you mention you’ve run into the same issues but on previous versions, you would expect this should be fixed but I find nothing when I research this topic online, despite not being the first time that happens to me and it’s always using VT on the landscape.

What you say about mixing VT and non-VT textures wouldn’t work as you can’t have a painting layer with VT textures and the other one non-VT and expect them to project the same way, both need to be VT.

Regarding the foliage, I guess it might be a different reason on your case but for me when it was happening the same you described it was because I was going back and forth to add foliage and sometimes re-sculping the landscape was also affecting the already painted foliage and sometimes it didn’t. The reason, in my case, of that happening was that I was in another sublevel and painted some foliage in that level but not on the landscape level. Moving that foliage on the landscape level didn’t seem to fix so I had to remind myself that anytime I wanted to paint foliage I should be on the landscape level if I wanted that to update while sculpting. Otherwise I had floating foliage around.

Regarding the height of the landscape, you got it right, it’s way below 0 as it’s supposed to be seabed and not proper terrain and due to the current lighting set up, I can’t just pull it up and expect to look the same way, not to mention the foliage will most likely break apart too so I’m afraid I can’t move it.

One fix that seems to work from time to time is to go into the painting layers and rebuild materials on all the used ones, that was fixing the spikes for me but not anymore.

Thanks again for all your comments mate, I really appreciate it, hope you have a nice day!

1 Like

Almost 10 days and no one else has a work around or any ideas? This forum is always so useful…

I wish I had a solution for you @Mac3D I had some issues just yesterday myself while adding and manipulating meshes on a landscape. Everything in the level was floating a foot off the landscape suddenly and I could no longer foliage paint on the landscape either. I had to restart the editor and all the objects returned to the correct locations and to fix the foliage paint I had to disable and re enable collision on the landscape and that fixed it.

There’s no solution for some of this stuff and nothing on the forums or documents about it either… Unfortunately. It’s just a bug I’m sure because none of the things I did to fix my issues are standard procedure.

I’m almost sure that what you’re seeing are artifacts from heightmap information despite it not having any bearing on what you’re actually doing probably. That’s the frustrating part. I can see some meshes in and around the affect area that are probably affecting this in an unknown way.

Perhaps try copying all the meshes and paste them on a separate sub level and delete them off the landscape and see if that changes anything?

Hi, I know it is so late for a reply, but just know I stumbled upon this issue too and I found this topic. As it has no clear fix, I decided to share my experience and my personal “fix”.

After a few hours of trying different stuff, I finally found out that disabling nanite for the landscape solved the issue for me. If you or anyone reading have this issue and have nanite for landscape enabled, try disabling it. Weirdly enough when I disabled nanite I even got a bump of a few frames, even though I thought nanite is supposed to help.