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

Hello,

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.

https://gyazo.com/72d98ca4a4bd4c924c54225e35370e09
https://gyazo.com/265ef946208be75c6fbda5069fedb323

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

https://gyazo.com/e8ffa8af3462f68b1162e7086711443d

Which gets feed into my World Displacement function

https://gyazo.com/d3cf7e3691844d72bc17e6b770b4008e

https://gyazo.com/af22c8c00ee7c01eb38c9b58f78d88c1

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:

EDIT;

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: