It seems that for some reason, when I place a landscape and use tessellation / displacement with it, unless I raised the heightmap at that point above 0, it will flicker constantly. Here’s a video demonstration: - YouTube
It’s view dependent, when I recorded I already raised all of the landscape at least somewhat. But it seems that it has to be raised more for glancing angles, hence why you only see 2-3 instances of it there.
Would you mind showing me your material set up for your tessellated and displaced landscape so I can reproduce the issue in a new blank project on my end?
There are known issues with zooming in and out causing landscape components to flicker, but what you are describing seems to be a bit different. I would not be surprise to discover they are related though.
Thank you for the simple reproduction steps. I was able to reproduce this issue in 4.10.4 and 4.11.1 so I have gone ahead and entered a bug report (UE-29262). A simple workaround is to sculpt each component of the landscape, even just a little bit. This will raise it from the perfectly flat surface, and provide some relief from all the flickering.
Once a fix has been implemented, it will be added to the release notes for that upcoming hotfix or major release.
This issue has been verified as fixed in the 4.12 Preview 1 release. We added options to have landscapes account for the WPO offset by scaling the bounds in the positive and negative Z direction.
You might need to modify the bounds of your components. Depending on how large your landscape is, the components off in the distance are fighting to remain relevant in order to render to the screen.
The bounds of any object is used to determine whether or not it gets rendered on the screen based on the size it occupies in screen space. If it is too low, the flickering will occur because it is trying to still render at far away distances, but the bounds is suggesting it should not be visible.