Landscape displacement disabled once landscape scale is too big

finally found the core of my problems:

im using too many lerps to generate my displacement.
here is what i have:

disp0030a lerps with disp0030b via noisemap -> result disp0030
disp3060a lerps with disp3060b via noisemap -> result disp3060
disp6090a lerps with disp6090b via noisemap -> result disp6090

disp0030 lerps with disp3060 via slopeselector -> dispA
dispA lerps with disp6090 via slopeselector -> dispFINAL

this is using 5 lerps with the result of not getting tesselation
if i remove one of the lerps and compile i get tesselation!!!

it doesnt matter which lerp i remove the result is always the same…4 chained lerps GOOD…5 BAD!

im using the same setup for all the other material channels (normals, diffuse, roughness,…) with no issue (cant tell 100%, visually it appears ok) seems only the displacement channel is affected by this.
it would be awsome if a epic dev could chime in to tell me if this is a hard limit of if there is a workaround…else i have to reduce my complexity by one.

sorry that this topic is jumping around many areas of unreal, which often turned out to not be the source of the issue…but that was my debug journey. im very relieved that i was able to boil it down now to lerp-complexity…pls forget about landscape scales or lod oddities…the core is the lerps :wink: