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

In Unreal Engine 5.7, there was an issue with layer blending when painting on Landscape.
To use the old method, you need to enable it in the Project settings - Parameter: “Target Layer Default blend Method”. Previously, this switch was missing in older versions of Unreal Engine. Now, since Unreal started adding new features, the switch has appeared. And by default all layers are assigned method - NoWeightBlending
To revert to the old method, simply switch “Target Layer Default blend Method” to "WeightBlending (Legacy).

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My solution:

  1. Change the blend method to WeightBlending (Legacy), but it didn’t fix what I have painted already.
  2. Remove the landscape and create a new one, then the paint works perfectly.

They really need to patch this soon.

This does still not fully resolve all issues. There are still blending issues.

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There always will be. It’s a flawed concept.

Actually… you all should be “developers" right? Most of you anyway… So… why do you think it would be OK under any circumstance to show a possibly unlimited amount of textures on the same tris?

Sure this description overly exagerates what landscape system does - but the concept doesn’t really change.

Can you have a single tris display more than one material? Yes.

Should you have a single tris display more than one material?

If so, what is the limit you want to give to this behaviour?

Lastly: if this is what you want, why won’t you paint a texture that is exactly how you want then place it on the tris? (Note that this is absolutely not what the landscape system does).

Since we do have a bunch of rtards that got diplomas with points from milk cartons joining these types of convetsation:

The landscape system works with you painting a black and white texture with a resolution that matches the size of the landscape 1 meter squared to a single pixel.

The smallest tris is therefore 1/2 of 1m squared. Some of you are pretending to place multiple textures on that one single tris, THEN, complain about blending modes.

In the process you are likely forgetting the fact that one pixel is 1 meter.

Think about that for half a second then reflect: What happens if you try to paint a circle of 50cm on this texture? You are effectively attempting to select just part of 1 pixel. Can a single pixel have multiple colors?

And there you go. This is a you problem…

I’m using 5.7.4 and the issue is still not solved. Specially with the PCG spline or Landscape Data. You have to manually paint the layer to get it to work. But it fails the purpose of using the PCG system. I’m stuck like them others. Trying to figure out a solution.