Attached is a screenshot showcasing the active landscape element, its applied material (and that it matches the graph being viewed), proof that the material is applied and compiled, the list of active grass meshes for the grass layers, previews of the 2 meshes in use to verify the mesh spawning is the “Forest Grass D0” (easily distinguishable from “Forest Hill Grass D1” by its color), and the link to material output to show the mask value being input to the landscape is the same value being fed to the grass layer for “Forest Grass D0”, along with its respective values being visible in white on the landscape.
And yet, despite multiple attempts to regenerate the grass maps, they never line up with the mask, neither with the black nor the white values. Rather, they generate randomly in places not associated with the mask at all.
At this point, I was hoping someone on forums could tell some common problem or oversight or at least help me to troubleshoot what exactly is going wrong here. This is the final step in a major iteration and it’s had me stalled for most of the night now.
Edits to add more context to reduce assumptions based on partial information in the screenshots:
1- The material instance override on “Forest Hill Grass D1” is the yellow tint in the preview. It is sharing a mesh for reduction of draw calls, but using a different material to tint it that yellow shade. The issue is not that the wrong grass is spawning, but that neither of them align with their intended mask.
2- The 3 unseen actors for each grass type are just LODs of the same actor visible which dither over range (to allow higher grass densities by scaling the density down over distance.) They are identical in color to those visible.
The issue is simply as the title says: The grass, since creation of a new landscape material, is not aligning with the masks used to place it. And it’s not as simple as it being inverted, but rather there being a complete disconnect between where it generates and where the mask displays that it should.