Having tested Unreal 4.24’s new landscape brushes it would seem that the render targets used to apply the height map to the landscape are in RGBA 8 bit format which causes stepping in the application of those height maps if the height is raised too much. I don’t know why the format is not 16 bit to allow for a much higher range in the gradient stepping between 0 and 1.
Here is a shot of the problem:
The format is defined in the Landcape Brush Manager blueprint which is part of the Landmass plugin:
I have tried duplicating this blueprint then changing the format to RGBA16f in my own version and using that blueprint within a landscape blueprint brush of my own but it will not then render to the height map render target and thus will not apply it to the landscape with a smooth transition.
Any thoughts on this issue would be welcomed.