Landscape LODdistance factor affects what is visable (only with Tessellation on). (4.13.2)


I’ve just ran into a problem which is somewhat confusing, I have a landscape material that supports tessellation (Only around the character, rest is just normal without tessellation) but somehow parts of my landscape turn black. So far I noticed is that it’s being affected by tessellation (when I turn it off, everything is fine) and the landscape LODDistance Factor.

For what gets tessellated I’ve used these 2 (The bottom one was for testing)

Which gets feed into my World Displacement function

Am I missing something that causes it to interact with the LODdistance Factor? Weird Part is a few days ago everything worked fine, I only replaced some textures I made. :confused:


Did some tests in Unreal 4.14, the black areas are fixed however Crack Free Displacement still doesn’t work. :frowning:

It’s a bug. Supposed to be fixed in 4.14.

Thanks for the heads up :slight_smile: