Ue5.6 landscape bug?

i upgraded my project to 5.6 and the landscape had a darker color in some tiles , in 5.54 it was ok!
i tried importing this landscape in a fresh project , but allways got the same error, also rechecked my maps , but they are ok!
to illustrate the Problem here a pic:


100% quadratic and starting/ending at the edge of a tile

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I have the same problem, I have tried everything possible, even creating the same thing from scratch, but the problem does not go away


Hi there! I have the same problem — I’ve tried everything I could, but nothing helps. It really looks like a bug in Unreal Engine 5.6.
Has anyone found a fix?

I tried a blank project, and i tried the most simple landscape material possible.

Seems like just a bug with 5.6 when trying to use auto material + painting multiple layers. If no one makes a bug report i will once i get to my PC.

i submitted the bug today, Case # 19642873

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Hi there! Does everyone find a fix for it?

You seem to have exactly the same issue as we do.

Watch those shadows, they are a copy of a part of your map (just a little bit below the box), they are the same surroundings as your landscape shape has.

Our landscape shows the same pattern, like a shadowcopy of existing shapes.

This might help the team eventually to evaluate the source of this bug, im pretty sure its a UE5.6 thing.

Another interessting thing:
If you paint landscape layers in an area where those weird shadows are, while holding L-Click on the mouse, the shadows disappear.
As soon you release L-Click on the mouse, they reappear again.

I also have a post on this issue, seems to be a 5.6 problem that hopefully is fixed soon.

This problem for me. It exists in 5.6 and not 5.4. Every single actor, project, world and material setting has no effect. Material complexity also does not appear to be a factor.

As far as I can tell weighted blending is the issue.

The layer blend node in your landscape material. Setting layers to weighted blend.

Then in the landscape tool. Assigning each layer info that is weighted blend. This causes the issue. It is worse in larger worlds.

The fix I found. Which I know is not ideal. Change the layers and the material blend node to blend by height instead.

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This is a super helpful comment.

A work around that seems to be working for me is not even changing the layer blend in the Landscape material. Just change the No Weight Blend to True in the LayerInfo node.

May not be the best option for everyone.

For anyone still wondering about this, I just tested a basic material in 5.7 preview and so far it is working as it should again.

Preview versions are not meant for active projects though so we will have to wait for the full release or hope they do another update for 5.6 at some point too.

I’m getting this issue in 5.6 as well. Our landscape material had 1 weight blended layer, with the rest being height blended. Changing the weight blended layer to a height blend (with a height of 0.5) is a simple workaround in our case.
Strangely the issue seemed to disappear for a while after I moved the landscape asset to a different folder. However, after painting one of the height blended layers it appeared again.