Landscape Painting Bug?

Hey everyone, I am encountering a bug (or what it seems to be a bug) with the painting feature of Unreal Engine 5 Landscape tool. Basically I have three materials set on the landscape. I am able to paint them all in the whole landscape EXCEPT in a specific portion of the landscape. When I cross this line (you can see it visually in the image) it won’t allow me to paint anything that isn’t the current material (the Rocky Moss).

I have set all three of them exactly in the same way so I am not sure why. I have tried restarting Unreal and reloading the level. I have also tried re creating the material but nothing. I really don’t want to have to recreate the whole landscape because it’s quite big and a lot of work went into it. Any idea what it might be? I am using Unreal 5.6.

P.S. I have also attached the material nodes in case I might have set something wrong. Thanks a lot guys and let me know if you need anymore details.



Hi @Thunderloud777 ,
I was researching the issue you’re experiencing, and it seems like it’s been happening since around 2015, as shown in this trend.

I went through several posts and one solution people found was:
“Select all texture samples and set the ‘Sampler Source’ to ‘Shared:Wrap’. in your landscape material’.”

I’m also sharing a video that explains in detail how to paint landscapes using Megascans materials in Unreal Engine 5. It’s a bit old, but it might still be helpful:

How to Paint Landscape with Megascans Materials in Unreal Engine 5

Lastly, here’s the official documentation on Landscape Material Expressions in case you want to go deeper.
https://dev.epicgames.com/documentation/en-us/unreal-engine/landscape-material-expressions-in-unreal-engine?application_version=5.2#landscapelayerblend

Hope it helps and let me know if it worked for you!

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Thanks a lot mate. I will have a look at the video and try the solution it offers. I will let you know if it fixes it. Cheers!

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Hello!
I have the same issue as you, I double checked my materials settings with the help of the video and everything was correct even the sampler source, so it wasn’t the magic fix for me :confused:

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I’ve encountered an issue like this, it wasn’t ideal but I fixed it by rebuilding the landscape, the downside was it affected the sculpting a little bit so I had to go back over a few spots with the sculpting tool

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Okay so i manage to fix my tiles but I still don’t have a solution yet,
I did some test on clean areas to see if there was a maximum of material that I could layer before breaking, apprarently not, however three of my materials were actually causing the issue and the issue was fixed once I erase those specific materials on my broken tiles.
I checked the Landscape material but they seems fine, so I have to dig why thoses materials were causing the issue..

So @Thunderloud777 perhaps you also have one or two specific material layers in your landscape material that are causing the issue, you could make a test on a clean area to see if you have the same thing as me

i’ll keep you posted if I manage to find what breaking those material layers

cheers!

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Ok so i found the solution for my problem but as our material is set differently IDK if it will be the same solution:

for me the issue was coming from the Height info, I used the displacement Map for texture where I didn’t have a Height map, and it was actually breaking everything, I replaced it with the AO map and all the proxy tiles are fine now. I’ll make a test with a bump map later but for now i’ll stick with the AO map ( don’t forget to Uncheck RGB )

cheers

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This ended up working perfectly for me, it was exactly the source type that needed to be changed and now everything seems to be working as intended. Thanks a lot mate, truly!

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Glad to hear it worked for you! Best of luck with your project!!!