Landscape loose geometry

After being some time in editor the landscape geometry switches to low quality (making e.g. vegetation hower like in the pic - landscale normally touches that vegetation). Collision remains normal so player can walk over the invisible old shape. Is there some way to prevent this happening or why it happens? Getting the issue much more often currently than before.

The issue happens now very soon if not instantly after opening editor. Total mystery why that happens. I tried build level but it stays like that. Any help?

I have moved much textures lately, to not to stream if the issue is related to that somehow.

All scalability settings are set epic. Landscape have been made in editor.

Edit: When sculping it returns to normal instantly. Will see how often I need to do that.

Edit2: Issue returned quickly again. :frowning:

Hey SaOK,

The modifications to your texture streaming should not have an effect on where your foliage is placed in the level.

If you have altered your landscapes Level of Detail settings, this is where I would look first. If this is not the culprit, I would check the foliage mesh settings within each respective mesh. This is in the same location where you add static meshes to the foliage mode. Simply click on the foliage actor and scroll down to reveal its properties.

Check to make sure the foliage you wish to maintain with the Landscapes surface has the, ‘Collision with World’ option checked. After doing this, rebuild your scene to see if the issue is resolved.

Let me know if you have further questions.

Thank you,

Hi, no the foliage is correct, but landscape suddently changes into low quality shapes. In that pic, there should be small mound (or hill) normally to react the vegetation locations. But once landspace blinks into low quality, that small bump dissapear. The collision shape still remain as it should, so somewhere you walk through the bugged landscape or walk over it like in that pic.

This is the same issue as reported in these:

Hey SaOK,

I have a couple of questions to help me better troubleshoot your issue :

  • Would you mind showing me the landscape properties in details tab of your landscape actor?
  • Can you reproduce this in a blank project/level with a new landscape actor?

If you are able to reproduce this in a blank level or project, could you provide me with some simple repro-steps so I can have the issue appear on my end?

Thank you,

Sure, here. You can also see how that same location look normally. The collision presets is set block all, input is disabled, priority 1, Actor - Always Spawn, Ignore Collisions.

I dont know currently how to reproduce the issue. It have appeared time to time when I started sculpt the landscape (over months ago). For long, it often restored to look normal by itself but now the issue is dominating. I can click once on landscape selection with sculpt tool to make it look normal again, but quickly its again looking low quality.

I had the issue with one layer landscape material too earlier, so at least materials probably dont cause it. Could be the more actors there is on map, the more the issue appears.

btw. Using now 4.9 and the issue happens with it too.

I filled the world with landscape using the default settings if that is causing extra stress. Level streaming may be on, but havent changed any settings.

Hey SaOK,

Would you mind checking to see if your ‘Material Quality Level’ is set to ‘High’ within the settings dropdown menu?

Using the Fill World option with landscape creates a really large landscape, that if unused is going to waste resources which you could dedicate elsewhere. However, if you are using the rest of your landscape then this is fine. The issue could also be related to ‘Texture Streaming’. If the textures on your landscape are not at their highest mip value when closest to the object, it could be overriding the LOD with the used mip level. This is a theory and not a concrete reason, but it could be a place to start.

If you would like to see your streaming textures and debug them, you can use the ‘stat streaming’ console command. You can also increase the texture pool size with ‘r.StreamingPoolSize XXXX’. For further information on debugging your own streaming textures also take a look at our documentation found below.

Debugging Streaming Textures

Let me know if you have any other questions.

Thanks,

Thanks, yes its set high and shader model is 5. But will remove the unneeded landscape pieces, can anyway add those back once needing. Also check the textures, but I have set all the landscape material not to stream so those look perfect all the time. Still it could be that the texture look also low quality (tesselation may be gone) when that issue appear. Will check the mip. I let you know if getting more questions or find something.

Yes, definitely check your tessellation and be sure to check Adaptive Tessellation and Crack Free Displacement. Also, you can keep texture streaming on and still have the high quality texture resolution on your landscape. This has to do with the LOD set up and your tessellation together.

As I am sure you know, the higher resolution and tessellation closer to the player, the more detail you will get.

Cheers,

Removed much landscape pieces and so far the issue is gone. Also there was few second pauses when sculpting terrain. That is gone too.

But thanks :), will check those features too.