Summary
When building landscape HLODs in Unreal Engine 5.8 the normals bake incorrectly showing a obvious transition rather then seemless as 5.7 had.
What Type of Bug are you experiencing?
World Creation Tools
Steps to Reproduce
- Open an empty World Partition level in UE 5.8.
- Generate or sculpt a basic landscape
- Apply a custom landscape material configured with a normal map
- Establish an HLOD Layer layer targeting the landscape, and run Build → Build HLODs
- In the viewport dropdown menu, set the view perspective to Buffer Visualization, World Normals
In my experience i had Nanite disabled, unsure if that is required for the issue to show
Expected Result
The landscape HLOD should correctly bake and transfer the normal map detail from the main landscape onto the simplified mesh
Observed Result
The generated landscape HLOD proxy meshes render with incorrect normal maps compared to original landscape, The terrain completely loses its proper normal map shading detail at a distance.
Affects Versions
5.8
Platform(s)
Windows
First image shows baked landscape normals in 5.8, second one in 5.7
both images are simulating in game and have the camera far enough so half the landscape is loaded and other half is Hlods

