Procedural Terrain Generation Issues with negative sample values

I’m using ProceduralMeshComponent for the run time mesh generation. I am also using FMaths PerlinNoise2D method to sample, and using the players (square’s) grid coordinates a. I have seen that any negative sample values cause completely flat terrain, and a positive and negative sample value cause heightened but repetitive landscapes, and two positive sample values return decent looking landscape.
From 0:00:0 → 0:00:28 (both negative sample values)
From 0:00:28 → 0:00:45 (negative and positive sample values)
At 0:00:46 the sample values change to positive
At 0:01:10 moving parallel to the y axis there is a split in the landscape (this happens when I add an offset to my sample values).
https://www.youtube.com/watch?v=O2YQv2sIq8o

Why do negative sample values return consistent values, I’m wondering if that is a limitation of noise functions in general or this particular one?
What causes the tearing along the y axis when I add an offset?