Unreal Engine 5.7 Problem with the paint material on the landscape.

Hi (I don’t know English well in advance) Please help. I encountered this problem in update 5.7. This doesn’t exist in UE 5.6. Is there a solution? The problem is shown at 1:45

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I have the same issue. (bottom landscape sample is half blending through any & all new landscape layer samples painted on top in New 5.7 projects which has substrate by default)
What I have noticed is the “legacy” landscape blends & a handful of material attribute blend functions no longer work 0-1 so you can’t overlay layers at full coverage (Assume this is it, could be something else), Similar weird changes keep popping up also like how to staticswtichparam no longer works with material attributes but staticswitch with a staticboolparam does. The substrate blend functions however do work 0-1 so you can attach landscape layer samples & add/sub/mul height maps in as needed with the new system & not have this issue. But as substrate blends are a unknown performance wise. I would say this is not a smart idea until Epic steps up with a solution or fix.

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Could you please provide screenshots or record a video on how to solve this? Thanks in advance.


“Bandaid” (for translation purpose: something that bypasses the issue ignoring other issues). It’ll work just not perfectly or as you want/need it to. (Substrate Select & Substrate shading models/slab + Landscape Layer Sample)
So the issue seems to be Landscape layer blend weights not being 0-1, not the blends itself. Also landscape layer painting no longer subtracting/overwriting (weights) when you paint over layers so you need to manually paint a layer & remove the underneath layers. Its not a quick or accurate thing to do.

Epic really needs to address this, I’m sure they have a solution or upcoming fix we are all not aware of. Because Substrate & landscapes was a subject raised back in UE5.4?
Also In case Epic also isn’t aware, how could they not be though on this, You cannot break out a slab to material attributes in anyway shape or form, So it raises some questions about RVT’s future if this is the way forward.

But for now If anyone wants a Recommendation: use UE5.6 for landscape & transfer that to 5.7.

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can you show it more in detail its a bit hard to understand how to fix it

A Simpler way to solve is to just use Landscape Layer Blend & set it to Alpha. Hard blends still work, just not soft blends so height/weight are off the table. Then just use your legacy materials. Can also use landscape layer samples But be careful of introducing any blends. Then just make sure no front end slab is attached & use the legacy inputs.

As for Substrate its as the image alpha blends (substrate select node) so just landscape layer samples(0-1 alpha) which you can add/subtract height map from(0-1 map), Beyond that you’ll run into issues.

Extremely disappointing Epic have not stepped up on this. Also disappointing there AI is quoting me to myself as Epics response to the issue. Even worse is the “fix fortnite”(landscape) doxxing after posting here. so i probably wont be back for some time.

I’m also struggling with this issue, and I tried rolling back to 5.6 but failed. Until EPIC fixes this issue, I won’t be able to draw anything on the landscape (because all drawing will produce incorrect results), which will delay my project. I think EPIC should fire their testing team.

I’m experiencing the same issue whereby weight blended layers no longer work after upgrading my project to 5.7.

Is this intended behaviour? Is there a new feature I need to upgrade my materials to use? Or can we expect this to be fixed by Epic in the coming days?

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using your alpha blend idea and it does work just wish epic had actually noticed this before updating

there needs to be a fix urgently for this, rolling back and fourth between versions is not a fix

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How is this flagged as resolved? This is a huge deal and breaks development for us.

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Unable to draw landscape layers; requires a UE5.7 patch.

We have encountered the same problems, and we have communicated with Epic devs on Epic Pro Support.

The problem is that they, in their infinite wisdom, removed the weight-time paint balancing which would “erase” other layer masks in places where you’re painting. Their plan was to introduce something similar like that later (5.8 I guess) but they disrupted the workflow for a lot of us.

The “backout” of that change should be in 5.7.2. For those who cannot wait but have a built-from-source editor could backout the CL-46383709. It’s not as simple and I personally haven’t done that backout change but one of our programmers, but its possible.

If you’re using editor from the launcher you’re ■■■■-out-of-luck unfortunately.

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Could you provide a link to CL-46383709? I’d like to see what they did. I’ve searched in the Unreal Engine GitHub repository for a long time and haven’t found it (I know it can be located via git, but please forgive me, I can’t clone this project via git for some reason).

I’ve cloned Unreal Engine using some methods, and I’ve searched all the logs from April 1, 2025 to the present, but I haven’t found CL - 46383709. Are you sure you’ve remembered this number correctly? I’m now preparing to modify the source code and compile a proper engine version. Thank you for all the clues you provided.

For those who encounter this problem later: I cloned the source code on my work computer and successfully fixed it. Everything is working normally now. The cause of the problem was 1eb42fb. you can fix it by simply reversing the steps based on this Git commit history.

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AI at its best…lol, this is why I tell people to STOP using AI as a cure all and replacement of skill.. AI should be used as a tool nothing more, and even then it gets that wrong 80% of the time.. .

Set the Layer Info to “Advanced Weight Blending” on each of the paint layers, and make a different Edit Layer for each paint layer that you want to use.

Select the Edit Layer first, before you paint down, and when you paint down, each paint layer will have proper weights and will remove the weight from the Edit Layers/Paint Layer underneath it in the list - as long as each paint layer is on a different Edit Layer (you can also reorder that list from the Landscape Menu).

Edit Layers are enabled by default in UE 5.7, and Advanced Weight Blending is intended to be used with Edit Layers it seems.

This works, without setting the blending mode to alpha blending and all that other workaround stuff.

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Neuro coding has reached Epic Games… Well