This bug makes a lot of headaches down the road for anyone that has landscape with holes in it. The way you have to build your landscape materials with heightlerps takes away a lot of the editable capabilities of the terrain, not just being stuck with the output from worldmachine but also if you need to paint masks later for eliminating grass growth, or small terrain changes that partially invalidate the texture etc... It would be great if this bug got a bump up in priority :)
In regards to this, did you have the material already applied to a landscape when you added the visibility mask? If so there is a known issue, UE-18187, in which materials that are already assigned to a landscape will not show a hole material. Try unassigning the material and then re-assigning it. Does this address the error? I’m going to bump the community interest in this to show that more developers are being affected by this bug.
Hi ,
Thank you for the reply. I don’t really remember now but I think I did that too. By now I managed to create the landscape that I want. Having automateted layers based on slope and the ability to paint a new material/texture wherever I want with the “Layer Weight” node. Using the grass output is a little buggy but it is a thing I think I can work out easily. (or just paint grass manually) Actually I’m thinking on making a tutorial about it too.
What gives the most headaches is the “Landscape Layer Blend” node bug.
I just experienced this in 4.9, and can confirm that just painting with a properly setup layer (click the plus button by your paint layer) will make the black go away
And wow painting holes sure does look great! Such smooth edges!