Weird Displacement Issue

Hey, I have just gotten into Unreal Engine about 2 months ago, so I’m fairly new and maybe I’m missing something.
Also my first post, sorry if I’m in the wrong category…
I followed this tutorial and it’s second part too:

I followed step by step, but I have a weird problem:
Whenever I vertex paint, the snow displaces downwards and the puddles displace upwards.

The guy who made the tutorial was actually really helpful, tested my material and had absolutely no problems with it.
When I sent it to him with textures, he had the same problem, until he replaced them. He then sent it back with textures, it worked for me until I switched textures.
It’s really odd, it doesn’t matter which textures either of us use. If I change the textures, the problem occurs, if he does, everything works.

I figured it could be my graphics card drivers, or my UE install, reinstalled both and it’s still the same. It’s really frustrating.
One hing I did notice is that when reinstalling UE it didn’t compile

the shaders like on the first install on my machine. “recompile shaders all” only recompiles the project specific shaders. That could still be the solution, is there a way to recompile the basic shaders?

Here’s a comparison, for the faulty one I have overdone the displacement amount, so it’s clearer.


Might be due to the midpoint setting and the range of value of the texture. For example, if the midpoint is 0.5, then any value above that should extrude and any value below should inset. So if the textures aren’t authored in the same range they could produce different results.

I thought about that, but those are all Megascans textures and we tried the same texture sets.
I could adjust it in Photoshop and try again to be sure, but ist there a way to “move” the midpoint up with a simple node setup in UE? Just to double check.

You can add/subtract values with a parameter in the shader, as well as invert the values easily with math. Pretty sure you can also adjust this in the texture assets settings to save on shader complexity.

I managed to figure out a way to to make it (kinda) work. Basically where he put the 0.5 values for the puddles I have them at 0.2 now. That fixes at least the issue with the puddles. I made it into a parameter so I can adjust it, should I have differently set up textures.
Snow still is a problem but I will use the Ultradynamic Sky snow for now, but it’s not ideal.