Why does my game hate this one particular patch of land?

I used the open world template map, and used Brushify to make it look nice. But this one patch of land keeps reverting back to its dev textures. And it’ll swap between looking normal and this, seemingly at random (I’m assuming the shaders are being rebuilt, and that causes something?)


It’s really just one quadrant of this streaming proxy. Everywhere else is fine.

Too many materials on it.

1 Like

That’s weird because I have other spots with the same amount, if not more. Since I’m only using three layers. Does having a layer that isn’t used contribute to this cap?

1 Like

No, but im guessing that the LOD is going over the count somehow.

You can also make sure and set the textures for the material to shared wrap just in case.

1 Like

It looks like all the textures are set to shared:wrap. I’m using Brushify so I’d hope it’d be setup correctly. You mention this could be a LOD issue, would rebuilding my HLODs help? Apologies if I’m way off here, I’m still very much a novice.

1 Like

Unknown.
If it’s an issue with the specific landscape component being changed by Nanite and somehow popping out of the limit, then you are kind of “cooked” other than removing layers from that specific tile and perhaps the one surrendering it.

If it’s an issue with the landscape itself (as in what you have selected is a whole landscape) then the theory is that with too many layers on it, nanite is “crashing out” on it.

1 Like

Nanite was not enabled for this landscape. I’m going to try enabling it and rebuilding.

1 Like

If that doesn’t work, you should really go back to an engine version that worked like 4.25 or similar - build there.
Then make a copy of the project and try to upgrade it to whatever you want - see if it works or not.

As far as structure.
I don’t think you need a ton of landscapes for what is shown. One at 4km^2 would likely do unless you are attempting to support low end switch/mobile or something, in which case 1km^2 tiles or not using landscape at all is your only solution.

World composition - the old system - actually works, while word partition really doesn’t seem to, obviously.
So during the upgrade process you may run back into similar or worse issues and you may want to keep that in mind.

With the old system, you can convert all the landscapes to a mesh, and just leave them as meshes which is going to improve your performance a thousandfold if you build with many landscapes made up of a single component and have a limit of something like 256 such instances.
but you also need to make all the meshes behave, LOD, and have a sane amount of tris. So it’s a double edge sword.

Once you fix the landscape issue itself.

Your performance may benefit a bit from you creating some kind of custom HLOD system or similar - something that turns multiple models into 1 and swaps them out seamlessly based on player distance.
I dont think you can get HLODs to just work. Or maybe you can, but they have caviats and issues so be aware of that too.

1 Like

Removing the unused layers fixed it. I also just learned about the Output Log (I thought it was the same thing as the message log, novice mistake) and it told me I had too many SRVs. And apparently all your layers contribute to that, even if you’re not using them. Or maybe I accidentally put down a low-opacity smudge somewhere.

1 Like

Old system is different from new - Within the old, you had to put in a smudge.

If you have the layer system enabled this may not be the case - it’s supposed to work with removing visibility to activate different things in a non-destructive way, so if I were to create something like it I’d get all the layers I need up in vram ready to go…

With all systems, you should actually be able to enable the landscape layer debug view to visualize if any part of it is painted by a layer.

I have no idea how or if this works on UE5 - I stopped using landscapes eons ago because of their low performance…

Anyway, glad you sorted it out :wink: