Separate Landscape Hole Material, Why?

Hey Unreal Devs!

So working on my landscape and just started to wonder why there is a separate material for landscape ‘hole’, when you can just include the landscape visibility node in your main landscape material?

Is this for performance reasons? And if it is, would that not be diminished by the need to render a whole other material for the landscape?

Anyway, back to trying to find out why my HLODs are being so difficult to build and work in a packaged game…!!!

Masked materials are anywhere from slightly to significantly more expensive to draw than opaque materials depending on the content and project settings. It’s probably to keep the cost isolated to only where it’s needed.