I’ve googled until all the links are purple without success, hoping someone can help with this:
I have World Composition combining my landscape tiles (imported from heightmap file from photoshop), which is working perfectly in that the landscape wireframe aligns exactly and seamlessly. However (dynamic directional) light sources incorrectly light the row of faces along the edges of landscape tiles, creating very visible seams where tiles meet.
The landscape follows the size recommendation in the UE4 documentation here (505x505).
It looks kind of like normal-mapping gone astray on the final row of verts.
Also similar to normals going askew, if I put a world-aligned-blend texture on it, the texture is blended incorrectly at the edges (the blend acts as if those faces are facing a different direction from the direction they are actually facing, similar to how the light is reflecting as if they are facing different direction)
I’m under the impression that because the landscape comes from a 16bit heightmap, there can’t be normals defined in the heightmap, or anything else I could be doing wrong in the heightmap. (The landscape aligns once imported so the problem presumably has to be in UE4)
Google reveals a ton of examples of other edge-related problems, but I haven’t been able to find any solutions or best-practices that address this one.
Using a smoothing brush (set to 0) along the edges noticeably reduced some of the error, but I won’t be able to do that for production and it didn’t actually solve the problem, just reduced it.
Below, the intersection of three landscape tiles, no texture, shows the dynamic light acting differently at the edges, making visible seams on geometry that has no such change in angle:
The closeup of the landscape wireframe (grey) also confirms the faces of all three landscape tiles align properly and are not at a different angle that should be lit differently from the surrounding surface.
Is there something I’m missing?
Any help appreciated! Thanks!