I’m playing around with Mesh Terrain. I have a simple test rectangle with just couple of spline modifiers and a single brush modifier for some basic sculpting. Don’t mind the water, it doesn’t have the modifier component.
In editing mode everything seems fine, but when I use “Build Mesh Partition (force rebuild)” option and start PIE one of the generated quadrants is shifted. Even if I don’t touch the terrain in any way on consecutive rebuilds random quadrant is affected and it’s either the visual mesh or collision.
Any idea what could be wrong or how to fix it?
In editor:
In game (PIE):
Hello there @chrisaverage!
Checking around the community, and considering this is a new feature from 5.8, there are not many scenarios like the one you are encountering. Also, since it’s still in an experimental stage, the function is prone to cause unexpected results.
Now, what we know from Build Mesh Partition can be seen here:
I would start by checking the output log in engine, when the force rebuild is executed, and look for any warning tied to LogMeshTerrain or LogMeshPartition, that could lead us to what’s causing the issue.
Next, since you mentioned the problem affects a random section during consecutive rebuilds, UE probably has a lot of stale/corrupted transform data compiled. I would strongly suggest deleting the previous generated mesh in your Content Browser, before going for the next rebuild.
And clearing the project’s cache would be helpful as well. To do so, close UE, go to your project’s main directory, and delete folders Intermediate and Saved. After that, reopen the project, and test your build again.