# Unreal Engine 4.11 Preview

**URL:** <https://forums.unrealengine.com/t/unreal-engine-4-11-preview/50011>\
**Category:** Announcements\
**Tags:** unreal-engine\
**Created:** [December 22, 2015, 4:05pm UTC](https://forums.unrealengine.com/t/unreal-engine-4-11-preview/50011 "2015-12-22T16:05:48Z")\
**Posts on this page:** 1\
**Showing post:** 671

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**Author:** ![Poet\_11](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Poet\_11](https://forums.unrealengine.com/u/Poet_11)\
**Post date:** [March 10, 2016, 8:48pm UTC](https://forums.unrealengine.com/t/unreal-engine-4-11-preview/50011/671 "2016-03-10T20:48:35Z")

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[=;490750]  
even i am interested about this because of distance flickering when ground is tessellated

Okay Managed to come around it by not scaling the landscape and instead using “manage component” to add resolution tothe after I created it. I’m not sure if it was a good idea to scale terrain but I wont be doing it anymore just in case, even thought Unreal Documentation mentions scaling.

Regarding Flickering, that has to do with your material setup, you can do a few tricks there consider this:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

Also make sure to have “displacement” in your material set to 100 no matter what took me hours to find out what the camera edge artifact was all about.

Hope this helps.

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