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?
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