Textures not seamless between Streaming Proxies UE 5.3.2

So I have 4x4km landscape with overall resolution of 4033x4033 with 257 proxies and total component count of 1024.

I used real world heightmap and Unreal Sensei’s landscape material - https://www.youtube.com/watch?v=5ju7wyvZGBI

Problem is that textures are not mapped continuously across proxies, so I get really visible seams / rifts when using Nanite.
Rifts are not so noticeable when using 2D texture, but I really need to use displacement here.

Anyone knows how I can fix this?

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Remove some decimal places from the landscape size - for example, change 567,234567 to 567, 234

I already did that when importing the heightmap, my scale is rounded to whole number.
Unless you mean some other parameter by landscape size?

The only thing he can mean is the x/y positions.

And dont change it.
Landscapes should never be moved.

If you ended up with non-integer x/y loc on the landacape you did something wrong somewhere else or worse, you moved the landacape already.

That nonsense aside:

Generally, if you enable displacement you get seams.
The landacape (or sorry excuse thereof) is not meant to have a resolution greater than 1 vertex per meter.

In non game environments (movie, a render etc), the way to get it going with more resolution is definite not tessellation and RTVs.
Simply reduce the lansacape scale to 50 - for 1 vertex every .5m, or less of a scale even.
This comes at an obviously insane cost of perfomance, so know ahead of time your viewport or Pie are going to run around 2fps.

In game environments, remove that trash system and idea.
Make meshes in a DCC and use them wherever you see fit - between 2 landscapes as well - without ever having any issue.

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Yeah I was thinking something along those lines, I’ll probably use non Nanite material where the seams are most visible, or cover it up with some meshes.

Thanks for the info!

Enable Nanite Skirt in your Landscape Settings.

Skirt disabled:

Skirt enabled:

(This is a pretty extreme example because I had to push the UV tiling and displacement scales to some weird places to get the textures to not line up on the proxy edges, so you might also want to take a look at what you’re doing there).