Landscape shader - weird material transition/blend

currently making a landscape shader blending pbr metal/rough and tessellated materials, but the blending is not what i would have expected.

When blending two materials together i get this weird transitioning, which by the looks of it adds a glossier surface (darker roughness) and a darker base color by the borders, the other maps are not affected. This is strange because both the roughness and base color of both materials are almost identical in themselves.
I have tried to rebuild lighting and checking my shader settings.

What could be the cause?

Lit

Base Color

Roughness

Shader

Best regards,

I’m hmm it seems like the roughness value is multiplying on top of each other rather than replacing. Not sure how that could be happening though. Are you using weight blended layering? Nice textures BTW.

Okey, so here’s what we discovered in the UE4 Discord: When assigning Layer info in the landscape tool you have to assign the base (material) layer as weight blended and the rest to non-weight blended. This seemed to resolve the issue with Base Color and Roughness not blending correctly.
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