Hello everyone, I’m new,
Sorry if my English is not perfect. I speak Spanish, so I apologize if I do not explain something correctly.
I am working on a Landscape in Unreal Engine 5 with World Partition, Landscape Streaming Proxies, Landscape Edit Layers, and several Landscape Paint Target Layers.
I found this similar topic:
My problem is that when I paint grass variations or use Smooth/Noise in Landscape Paint, I sometimes get square or rectangular patches. These patches seem to match the boundaries of Landscape Streaming Proxies or Landscape Components.
My setup:
- World Partition enabled
- Landscape Streaming Proxies
- Landscape Edit Layers enabled
- Edit Layers: Terrain, Water, ColorBase, Art
- Target Layers: Grass, Grave, Walkway, GrassDark, GrassDarker, Mud_Ground, Rock, etc.
- Most layers use Weight Blending (Legacy)
What I already tried:
- ColorBase → Grass → Fill Layer
- Deleted and recreated the Art layer
- Loaded the World Partition region
- Checked that the proxies seem to use the same Landscape Material
- Tested Paint, Smooth, and Noise
- Checked that I do not have a custom brush texture active
The issue still happens, especially when using darker grass layers like GrassDark or GrassDarker over large areas.
My question is:
What is the correct workflow for painting large grass color variations on a World Partition Landscape without getting square/component-shaped artifacts?
Should I avoid Smooth and use Paint with low strength/high falloff instead? Should I also Fill Layer Grass inside the Art layer, or only in ColorBase?
Any advice would be very helpful.
Thank you.



