UE 5.8 - LandscapeTexturePatch (Texture Backed Render Target) not applying captured height data correctly

Hi everyone,

I’m developing an editor tool that automatically deforms a landscape beneath a road spline using the Landscape Patch plugin.

I’ve spent several days debugging this and I’m now at the point where I’m unsure if I’m misunderstanding the intended workflow or if I’ve encountered an engine issue.

I’m hoping someone from Epic or anyone who has successfully used Texture Backed Render Target can point me in the right direction.


Intended Workflow

The workflow is:

Road Spline

SceneCapture2D (Orthographic)

Render Target

LandscapeTexturePatch

(Texture Backed Render Target)

Landscape Heightmap

The Scene Capture produces a grayscale height mask of the road which is then written into a Landscape Texture Patch.


Engine Versions Tested

  • UE 5.6.1
  • UE 5.8

The behaviour is essentially the same in both versions.


Landscape Patch Configuration

The patch is configured to use:

Height Source Mode

Texture Backed Render Target

Initialization follows the documented API order:

SetHeightSourceMode(TextureBackedRenderTarget)

SetResolution(…)

SetHeightRenderTargetFormat(…)

GetHeightRenderTarget()

SetHeightEncodingMode(…)

SetHeightEncodingSettings(…)

SetZeroHeightMeaning(…)

The returned render target is then updated using DrawMaterialToRenderTarget().


What Has Been Verified

The following parts of the pipeline are working correctly:

:white_check_mark: SceneCapture2D captures the road correctly.

:white_check_mark: Render Target contains the expected grayscale road.

:white_check_mark: Capture material outputs correctly.

:white_check_mark: Blueprint references are valid.

:white_check_mark: Landscape is correctly assigned.

:white_check_mark: Landscape Patch bounds are correctly positioned.

:white_check_mark: Patch receives the correct render target.

The captured texture itself looks exactly as expected.


Tests Performed

Test 1

External Render Target

Scene Capture

External Render Target

Landscape Patch

Result:

The Render Target is correct.

Landscape deformation is incorrect.


Test 2

Texture Backed Render Target

GetHeightRenderTarget()

DrawMaterialToRenderTarget()

Landscape Patch

Result:

Same behaviour.


Test 3

Migrated project from UE5.6 to UE5.8.

Initially suspected Blueprint migration corruption.

Rebuilt the capture Blueprint from scratch.

Result:

No change.


Test 4

Verified every stage independently.

  • Capture
  • Render Target
  • Material
  • Landscape assignment
  • Patch bounds

Everything appears correct until the Landscape Patch attempts to apply the texture.


Observed Behaviour

Instead of applying the captured road shape, the Landscape Patch either:

  • creates a large rectangular plateau
  • partially updates
  • or appears to ignore the captured height information

The Render Target itself is always correct.

The failure appears to occur during the Landscape Patch’s interpretation/application of the height texture.


Additional Observation

UE5.8 also appears to capture a slightly different area than UE5.6 using identical SceneCapture settings.

I’m not sure whether this is related or a separate issue.


Documentation Reviewed

I’ve worked through the Landscape Patch documentation and API, including:

  • Texture Backed Render Target
  • GetHeightRenderTarget()
  • Height Encoding Mode
  • Height Encoding Settings
  • Zero Height Meaning

I also found bug UE-347682, although my issue appears different since the Render Target itself is correct.


Questions

  1. Has anyone successfully used Texture Backed Render Target with Landscape Texture Patch to deform a landscape?
  2. Does Epic have a sample project demonstrating this workflow?
  3. After writing to the Texture Backed Render Target, is there an additional step required to notify the Landscape Patch that its texture has changed?
  4. Is there anything obvious in the workflow above that I’m misunderstanding?

If someone from Epic has a working Blueprint or C++ example of LandscapeTexturePatch using Texture Backed Render Target, I’d really appreciate seeing it. I haven’t been able to find a complete example anywhere, despite searching the documentation and community resources.