Landscape Coord - Nanite Landscape

Hello All,

Does anyone know why Landscape Nanite conversion breaks the Landscape UV coordinates?

I’m using Unreal 5.3 and trying to use masks and color maps - shouldn’t the conversion keep them intact as it does for static meshes? Trying to confirm if this is a bug - limitation - or not fully developed?

I think it was done for optimization. If you need to add a mask or color to the entire landscape, try the LandscapeLayerSample

Probably not fully developed.

Set your own custom UVs using world position.
Then you get the same exact result no matter what or on where.

it seems in 5.4 landscape coords node is generating overlapping uvs for each landscape component (which seems to be a weird choice). using an absolute world position instead is a workaround but the scaling seems to be now considering landscape scaling (which it does not on the non nanite uvs). a nanite switch node allows to adjust both nanite and non-nanite uv generation behavior untill they maybe unify their approach