# Landscape Paint creates square patches on World Partition terrain 

**URL:** <https://forums.unrealengine.com/t/landscape-paint-creates-square-patches-on-world-partition-terrain/2724209>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, editor, Rendering, Blueprint, question\
**Created:** [May 24, 2026, 10:14pm UTC](https://forums.unrealengine.com/t/landscape-paint-creates-square-patches-on-world-partition-terrain/2724209 "2026-05-24T22:14:21Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![AngelNicolas0](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AngelNicolas0](https://forums.unrealengine.com/u/AngelNicolas0)\
**Post date:** [May 24, 2026, 10:14pm UTC](https://forums.unrealengine.com/t/landscape-paint-creates-square-patches-on-world-partition-terrain/2724209/1 "2026-05-24T22:14:22Z")

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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:

> [@Why is my landscape painting rigid and "square"?](https://forums.unrealengine.com/t/why-is-my-landscape-painting-rigid-and-square/574695):
>
> I’ve found few answers to this, which all more or less say “increase the landscape resolution”. But this has never worked for me. Why is it that when I paint a layer onto my landscape, it looks like this? This is weight blending, by the way, if that’s at all relevant. Attached is an example of what I’m talking about. I want a smoother, more rounded edge on the path and dirt patch. How can I get that? Or is there something else I’m missing, here?

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.

 ![WhatsApp Image 2026-05-24 at 4.39.08 PM](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/4/b/a4b09f41300adf3564bb6971540be8eea14adb20.jpeg)

 ![WhatsApp Image 2026-05-24 at 4.37.35 PM](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/7/9/77973c544b4c3791d04f084bd6256ccfe8921eaf.jpeg)

 ![WhatsApp Image 2026-05-24 at 4.37.35 PM (1)](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/b/e/3bef1e95ce3f1a030954556486a6bb5cd3776f34.jpeg)

 ![WhatsApp Image 2026-05-24 at 4.37.35 PM (2)](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/b/d/abdd457b20efb2b7cd69cf4cb8e28b71d6bf8436.jpeg)

Thank you.
