Hey MostHost!
Thanks for chiming in. I was using a landscape at one point, but I was noticing more artifacts so i switched over to a high poly, imported mesh plane. The material was merely using texture samples, which included a height map that i was tessellating, very much if i may say, inside the material itself. I never changed the max distance until it was mentioned above. I assumed leaving at 0 would allow no bounds to be considered? I often find myself stumbling around unreal to find my way, so i really have no idea the “proper” way to go about it. displacing from the center sounds promising. also knowing the bounds of the simulation.
A bit of paranoia pushed me to delete the project file when i gathered what assets I wanted to save, but i tried to put into detail above the situation. It only took a couple hours to get another project back into the same position i was before.
Im coming from a similar environment, Touch Designer, so data isnt above me, more of how it is processed inside the engine. With the floating points…Perhaps there was too much overlapping data, and it became corrupt…once again, above me.