After reading the docs, I added LandscapeLayerSwitch to each layer in my landscape material with the hope of improving performance by not executing unused code when a particular layer is not present in the view. The landscape material is used in a working multi-tile open world. When the LLswitch was added (see picture) the landscape turned black in the editor and the build.
Is the issue that the LLSwitch only looks at layers in the persistent level and not in the open world tiles or is this something more basic?
Thanks for your tireless support of the community. I saw your comments here: link text
I’ll remove it. My expectation was that it would be used like a non-destructive compiler directive (e.g. “Check right here to see if the layer is active in the on screen components and skip the code if its not.”)
Thing is that landscapelayerblend material expression will already do that for you. LandscapeLayerSwitch can be used, when you have certain logic, that is only needed for a specific layer, for example, sand sparkle, that is only needed on sand layers, and can be compiled out, when sand layer is not present within a landscape component.