After porting my 4.26 project to 5.44, my landscape spline meshes have blurred materials.
When I get close to the meshes, the materials slowly get sharper. (around 3 or 4 seconds to fully fade in)
When I have the mesh open in the static mesh editor, the mesh stays fully sharp.
Does anyone know what is going on here? I haven’t changed any of the MIP settings or messed with texture streaming.
Photos, always photos. And/or videos, because there’s no guarantee that you are either:
Expressing the problem correctly
and/or
Using the correct words
You very well may be 100% accurate, but I can’t tell you the amount of times people miscommunicate issues, and waste time because of it. Most people are poor communicators.
(To be clear, this is not directly solely at you; others will see this, and hopefully provide visual data when they have their own issues.)
Anyway:
Without seeing anything, I would suggest checking your LODs and/or if you have Nanite enabled. If it’s changing quality/appearance based on distance, this very likely may be why.
Go into your spline logic, and find the assigned mesh:
It doesn’t snap/pop in. It interpolates over the space of around 3 or 4 seconds.
The material immediately becomes fully sharp when I open the mesh in the static mesh editor.
It is a landscape spline, accessed via the ‘landscape mode’ editor panel.
The material uses pixel depth offset, for blending the edges into the landscape, but disabling this has no effect.
I am unable to record video due to an issue with Nvidia screen capture. It immediately stops recording as soon as it starts. (I’m updating the driver and will try again)
Then the next thing I would suggest (to make sure there is no compatibility issue and/or texture issue) is to create a fresh spline blueprint, and utilize the mesh in that. See if the same thing happens in a simple spline function, instead of going through the Landscape functionality.
There are reports that the Landscapes in UE4+ and UE5+ don’t always play nice, but this may or may not apply to you.
Also, make sure your scalability settings are high enough. They may not be, but, again, I have no idea what you’ve done to this point (you can set them all to “Epic”, just to be on the safe side):
I created a blueprint spline with the same mesh/material and it behaves in exactly the same manner.
I’m going to try a new simplified material and see if that makes a difference.