UE5 River just flottig in air?

Hello!

When i add the river it just flot in the air and i cant move it up or down?

What am i doing wrong?

Hey there @The_Nerd_Cave! Welcome back to the forums! When you created your landscape did you enable edit layers? It’s necessary for the water system to work correctly. If you have, then my next question is did you move the actor or just adjust the spline?
image

Hey thank you for your awnser, i guess that might be it?..

But now when I’m trying to import my landscape again, I get the following crash…

Is there a way to Enable Edit Layers after the import is done? i guess the crash has to do with that is to many texture as i have several textures like, grass, sand, beach, pudels, ext to load in… or i have to paint it by hand after, but that will be a PAIN! :slight_smile:

Assertion failed: SizeX <= GetMax2DTextureDimension() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Texture.cpp] [Line: 612] Requested texture2d x size too large: 32768, Max: 16384

UnrealEditor_D3D11RHI!FD3D11DynamicRHI::CreateD3D11Texture2D() [D:\build++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Texture.cpp:612]
UnrealEditor_D3D11RHI!FD3D11DynamicRHI::RHICreateTexture2D_RenderThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Texture.cpp:1265]
UnrealEditor_Engine!RHICreateTargetableShaderResource2D() [D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHIUtilities.h:718]
UnrealEditor_Engine!FTextureRenderTarget2DResource::InitDynamicRHI() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TextureRenderTarget2D.cpp:585]
UnrealEditor_RenderCore!FRenderResource::InitResource() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderResource.cpp:120]
UnrealEditor_RenderCore!TEnqueueUniqueRenderCommandType<BeginInitResource'::2’::InitCommandName,<lambda_2707fd8ce238a7aa3204893eb5a36003> >::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:193]
UnrealEditor_RenderCore!TGraphTask<TEnqueueUniqueRenderCommandType<BeginInitResource'::2’::InitCommandName,<lambda_2707fd8ce238a7aa3204893eb5a36003> > >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:975]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:753]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:642]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2115]
UnrealEditor_RenderCore!RenderingThreadMain() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:380]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:527]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:146]

Odd that it didn’t scrape the maximum texture limits for DX11 off the bat, but I believe you can select your landscape directly and change the setting there, however I don’t know if this has any adverse effects for your baked information. So just make sure to back your level up and then try it. The edit layers are nondestructive, but you can never be too safe!