Landscape Cracks

Hey, my landscape is cracking along the grid lines at runtime but not in the editor. Using 5.3 and world partition, no displacement. Closest I’ve found others having is when initially importing the landscape. Any ideas?

Thanks! Miley

Edit: Changing the streaming distance does resolve this but obviously this isn’t ideal and kind of defeats the point of HLODs.

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I have no idea, but I’m curious, is Nanite enabled?

Nanite can cause landscapes to warp.

Nanite is enabled but I’ve tried a clean map with no nanite and the issue still occurs.

Have you seen this post?

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Several things to consider.

1: floating point precision.

Thats a distant piece of tile.
If the location of it is 100k from 0,0,0 and if you are observing it without any sort of world origin shifting - then the spacing peobably makes sense.

2: tessellation.
I don’t care who thought otherwise and added it back, its BS that should not exist.
If the issue is present because of #1 at 100km with tessellation multiplier of 2 the problem starts happening at 50km (pedestrial math as it may be very over-exagerated but it illustrates the point). - Vertex pun totally intended.

3: displacement.
When you use a shader to move stuff up and down, even with WPO on and only shifting the Z you run the risk of generating issues like these between supposedly connected meshes.

4: Hlods still being broken.
Its over a year, and im sure they are still broken/unusable.

5: world composition.
As everyone complains about it in the forum, if you are using it, then the issue is just that.
Revert to world Partition. Make proper landscape Impostors and you should be good to go (even with nanite).

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I have but I’m not using displacement, thanks for the suggestion though.

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Thanks for the reply, I had a play around last night and found that the issue didn’t occur on an 8k landscape scaled at the default 100%. I had been using a 4K landscape which I was scaling to 200%. Also I am using world composition so I’ll take a look at reverting to world partition.

Possibly a floating point issue with scaling.
Essentially the scaling does the math on each vertex.

Its very possible that when they fuxed the values to try implementing large world coordonates they destroyed the basic functions. Honestly, have yet to see a single positive comment on the forums about the new landscape stuff…

The math behind it is also the only way you can explain (or attemt to) away the fact that with the default scaling it works OK…

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Ah okay, that makes sense. Thanks for the heads up, ill revert back to world partition then for now. Cheers!

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