Hey guys, I might be doing something stupid so please point it out if that’s the case. I wanted to create a junction from splines. I found 2 tutorials on YT doing that by intersecting 3 splines and putting material overrides on them to merge the look of the texture. Yet everytime I do it I get an annoying corner with bugged out textures z-fighting like crazy. I think it’s always the place where I put the last spline.
In order to merge these splines visually I set the Z location to the same value for all points and set the X and Y rotation to 0. This looked perfect in the videos but I’m either doing something wrong or it’s an engine quirk.
I was hoping I could do junctions without having separate static meshes for these but I’m running out of ideas. I’m pretty green when it comes to Unreal in general so I’m hoping to get some pointers
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I don’t actually know the “correct” way of handling this, but you should be able to mitigate it with an extremely small Z offset on the meshes. If Mesh A is at Z value 0.0 cm, Mesh B is Z of 0.01 cm, and Mesh C is -0.01 cm, you should be able to get rid of the Z fighting there. If you notice that at some point a mesh is casting a shadow on the mesh below, you could disable shadow casting.
never use landscape splines. that’ll fix this problem too.
This is normal Z-fighting. It happens because the spline meshes overlap and sit at the exact same Z value, so the renderer cannot decide which surface to draw.
A couple of simple fixes:
• Add a very small Z offset between the spline meshes (something like +0.01 / −0.01 cm is usually enough).
• Avoid letting the road meshes overlap exactly at the intersection. Trim the spline ends slightly so they do not sit on top of each other.
• If you want the cleanest result, place a small static mesh for the junction and let the splines stop at it. That is how most road setups are handled.
Your rotations and Z alignment are not the problem. The issue is just coplanar surfaces overlapping.