Through another two days of researching blend materials for megascan I am seriously struggling to differentiate what they are doing versus what I am doing. I am now attempting this with just two imported materials from bridge. when I click on the instance of the blend material, all the maps for the RGB are in place so I dont believe that is what is leaving me without a paint brush. I do NOT have array elements on my landscape which im guessing is the problem here. from my basic experience of creating target layers for albedo maps only using the sample textures UE4 gives you, I remember having to name the blend layers within the blueprint and setting them to height blend and a preset of 0.5 in order for the layers to be created on the paint tool. however, you would assume that automatic master material created for this ‘quick and easy’ blend material process would pre configure this target layer creation process of its own back. and no youtube tutorial has mentioned having to create target layers. One youtube tutorial explains you need to have the albedo, normals, roughness etc. appropriately named Base, R and G in the master blueprint. Which mine definitely are. I do have WARNINGS which explain my displacement and roughness are set as colour. and one video I saw explained that you needed to change them to LINEAR colour. however when he was changing his displacement and roughness from colour to linear colour, his maps where errors before the change, then non errors after changing. where as mine are non errors before changing to linear, and then becoming errors after changing to linear. I understand my explanation is a bit all over the place but being generally quite new to UE4 I can only assume it’s either this warning message that isnt allowing me to paint. or a lack of target layers.