I’m working on a stone wall in Unreal Engine 5 and I’m encountering issues with Nanite Tesselation Displacement. The displacement extends strangely at the seams of the wall, creating an undesirable effect, especially on the edges. I saw a tutorial mentioning that this happens because displacement works best on continuous surfaces.
Does anyone know how I can make the wall continuous in 3ds Max to avoid this issue in UE5? I’ve tried adjusting the UVs and checking the seams, but the problem persists.