So that particular landscape partition (I’m just a beginner so I don’t know if I’m speaking the technical words or terminology the correct way, hahaha, sorry) has 9 layers or texture painted. When I play it in the editor, it perfectly works like I followed the steps like the texture in the shader setup should be “shared:asset” something like that.
But when I package it (I’m in Windows 11), that landscape becomes checkered.
Actually I created scenarios wherein, what if I painted one of the landscape partition and counting how many layers/texture it can ‘hold’? For example, that partition has 8 textures, then the adjacent partition would only have 7, and so on (I only plan to have 9). I found out it can hold 8 textures and more than 8 it becomes checkered (and I’m talking about this test scenarios when the game is packaged, not in the level editor). I’m confident that each shader material per texture is just functioning fine.
PS. I also made a draft UI menu for the packaged game that can change the TEXTURE whether I want it from low to cinematic. I applied (and the max option available) is the EPIC. It is still checkered. I’m confident that the UI menu works because when I select the LOW, it responded and match to what I expected.
I have this screenshot though.