UV distorted after displacement tool

Here’s all the extra information I think is relevant, hopefully it’ll help.

  1. Here is a screenshot of the UV map in mesh editor (After displacement), but I think it has not much use since it’s too dense to make sense. (The white bar on the left)

  2. This is a texture asset imported directly from bridge in UE5 (The “Dirty Brick Floor” material).
    Using the blue channel of the ORD map as displacement.
    Displace settings:
    image
    image
    And of course the material is also scaled by 2.

  3. BakeRS is not usable in this case as it is an engine mesh (Default plane)

More detailed steps:

  1. Empty Scene. Create a plane from the “Place Actors” window.
  2. Scale to 1/10/1
  3. Merge to SM
  4. UV Unwrap tool, default settings
  5. Displace tool with above settings

Then the distortion should be seen on one end of the mesh, in this particular case it looks like this


Expected behavior: UVs are sampled/interpolated correctly, no distortion.
Issue: Small blocky artifacts can be seen at one end of mesh, which seems like uv distortion.

Tested again and confirmed above steps can reproduce the issue on my machine.
Driver is up to date.
Detailed system info (Sorry it’s in Chinese):
NVIDIA System Information 09-20-2022 00-36-13.txt (3.2 KB)