Odd landscape Material on saving map. reloading map and in built game

When I paint the landscape it looks normal.

After some painting done I press “Save all” and that changes the landscape material which looks like this:

Sometimes it helps to switch back to Landscape mode but sometimes I need to do a bit of paining to refresh that part of landscape.

I’ve built the game and the terrain doesn’t look like it should.

When I open the landscape in the engine again, whole landscape is covered with this mesh like material. I’m using UE 5.7.1 from Launched and 5.7 from Git.

What can cause the issue and how to fix it?

Just a guess, but are runtime virtual textures involved somehow?

When you run out of sampler-slots (too many textures referenced) the material will usually turn straight-black; this is..odd..

If you make a new landscape material and paint it, something with a simple layer, does the issue still present? If so, then it’s likely a level/project setting if not, it’s in the material.

I turned virtual texture off to be sure. I’m aware of black parts of landscape but this is different.

The texture is not black, it’s something else. This Project with this material was first used in UE 5.5.4 and there is no such problem there.

Hmmm, just from the visuals then, I have no idea.

My most matching experience was multiple things writing-to the RVT, different levels same RVT, and I didn’t realize it but if you turned it off and the issue still presents…

This material uses about 6 layers but I used only one to paint the landscape, so there shouldn’t be those dark lines like in the image3.

VT is for 100% off I can see landscape with shader compexity marked as red.

I also created simple texture in GIMP put it in a simpleMaterial. created new landscape, no problem there. It has to be something with using materials with layers.

Another thing: When my landscape is covered in this dark mesh, when I switch from Selection Mode to Landscape Mode, this action replaces this “odd mesh material” with the right one.

So the issue seems to be about displaying/refreshing landscape layers.

This could be a bug in 5.7

I would start by binary-search: make a new landscape with only half the named-layers and see if you get the same issue. If not presenting, it might be in one of the ones you skipped. Do the same thing with that half of the layer-set and if the issue presents, great. Where it DOES present, just whittle down until you get the right layer.

Otherwise if it doesn’t present when you split the baby, it’s somehow in the totality of the logic..

I’d agree the money is on a bug, but possible it’s a change as well. 57 did add the new rewire-node and bunch of other stuff ‘under the hood’. Rare, but I’ve been bitten on an upgrade before, esp if I jumped multiple versions.

EDIT: Could also be related to a new project setting; given i don’t know what you are doing precisely, just a suggestion on where-ish to look.

It turned out to be a bug. In one of my tests I created a new landscape in project using UE 5.5.4.

This older project was earlier used to upgrade to project in 5.7. so they share everything including maps and materials. Once my new landscape was painted I exported the map with new landscape to the 5.7. This new landscape in 5.7 looks normal in the editor and in built game. The problem is only with painting landscapes in 5.7.

So my temporal solution is to make maps in earlier versions of UE and then export them.

I thank you Frenetic for your time. Sometimes there nothing better like fresh par of eyes looking at the problem from different perspective.

1 Like

Doesn’t seem like your diagnosis makes sense.

It hints at something in your material not working or not being compatible with the engine, so if you package what you think works and run it, chances are it still won’t work … test it before going forward :wink: