Meshes get Landscape Material applied on each load of the Map - help pls...

The Situation:

I got plenty of Meshes in my World (World Partitioned) and a basic flat Terrain i applied a layered Material on… Pretty the most basic stuff doable…

Now, whenever i open this Map in the Editor, or Load the Map in Game, some of the Static Meshes get the Landscape Material applied on… And this Material stays on their surface… Even the Game is exited…
When i now click on the Meshes, the Mesh itself shows the LS Material… But in the Details Panel, the Meshes original Material is set…

The only way to reset that Material on the surface is, to re-save the Meshes original Materials… But this also gets reset back to the Landscape Material on each opening of the Map (runtime and editor)…

I’ve no clue why this happens… There is no function anywhere to set the Material… It happens to simple FBX meshes i drag into the scene… And even my modelled world boundary (created with the Modeling Tool)…

But Trees Grass, Manny, Quin and some primitive Obstacles are not affected by that Problem…

I’m out of ideas…

Here some images of the problem…

Two owl Meshes when dragging them into the Scene. All is fine here…


Same owls in Game…
image-2
Same owls after exiting the Game in the Editor…

My Wall… After existing the Game… Befire it was a unicolor grey color… Now its the landscape mat…

Obviously, something is wrong with the materials you use - or worse, with the engine’s version of the usf shader.

Try a material instance with just a base color and see if the object set in the same material domain (so basic lit?) Is affected by the issue as well.

If its not, then figure out what it is you are doing wrong within the material(s) you are using for the objects.

If it still is, then first make sure you know what you are doing.

Second, verify engine files, which will delete any changes you or anyone may have made to engine files - including stuff like skysphere_bp, materials used, .usf files, etc.

Hopefully that would fix the issue if it wasnt just due to an improperly made material…

How can this be wrong?

This is the Owl Material:

This the Grey one for the Walls:

This the Landscape Layer Base:

And the Landscape Master:

(All colors are set… GraphPrinter just makes them Transparent… dunno why…)

Again… this is all basic… so… nothing wrong on my side here…

When everything is re-saved:

When i started the map or loaded it in the Editor:

Using UE 5.3.1 from source… Cloned and installed again today… No change…

Interesting thing… the stairs at the top right of the map… do have the same Material as the Walls… but don´t change…

Never seen anything quite like it.

Make sure that isnt a reflection that is being calculated and made visible due to the material domain.

Since the issue is the gray wall and thats missing parameters, I’d focus on that.

Scalar for specular to .5 and same for roughness.

If that doesnt change at all (note that .5 is the default value, so it really should not) - then up roughness to 1 and lower specular to 0 and test.

If it’s a reflection the result will be much more dull than what you see now…

I found the Problem and a Solution with some help from the Unreal Source Discord.

When using Nanite Meshes and Landscapes, it can happen, that the SkyLight makes dump sh**… So… Setting the SkyLight to Moveable and Capture in Realtime worked and made the Material assignment do its Job again.

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But basically it’s due to some sort of reflection?

You shiuld probably write some steps to replicate the issue and file a bug report on this.

Sounds like Nanite is breaking yet another thing…

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