I created a World Aligned Landscape Material and for some reason it does not “Save” its tiling size. It saves the numbers for the Tiling all good but as soon as i save the map and reopen it the displaying of said tiling is off again yet the tiling numbers in the material are still fine?! See the Screenshots for More Details:
How the Material Works
Matched the Tiling Perfectly
Saving Everything
Opening the Map Again
Reopneining the Map its all messed up again
I don’t know exactly what your setup is, but apparently you just aren’t saving the landscape material.
Incidentally, it’s better to use
for the normals. Otherwise you’ll find they end up looking weird.
Hey mate, im using the one for the Normals as in the Screenshot:
in addition i do save as in the screenshot
if it were that easy i wouldnt write a post here this detailed
Plus what ever numbers i choose for the tiling it saves over, if i reopen the way its displayed is just off, for some reason UE likes to display it uncorrectly
Ah, you’re right, I wasn’t paying attention…
If the material parameter is correct ( but landscape not ) when you re-open the map, how do you fix it?
i change the tiling number to a random value, and change it back to the desired one then the engine for some reason decides to compile shaders and it looks ok again.
What about if you make it a material instance? ( It would compile shaders if you are changing a parameter in a material )
Sure will try give me a moment to do that and lets see if it changes something.
No changes even after reopening the Level:
Bizarre
If you can put just a small landscape and the rock in a tiny project, I’ll take a look. But that’s all I can do I’m afraid…
Found the Solution: The Engine Upgrade from 4.21 to 4.27 made some differences i was not aware of. In the Landscape Master icalled several Material Functions for the Landscape Layers and some of them were World Aligned Triplanar. In all of those World Aligned Material Functions i had this Vector Parameter Called “Size_Close”
For some reason 4.27 does not like it if you have the same named vector parameter in Function if those functions get called into 1 Master. So what he did was Pick one of those “Size_Close” at a Random and take its numbers for all other “Size_Close” aswell which explains why it did not save the individual results as this problem kept happening after reloading the Map.
I Solved it now by giving each Vector Parameter a unique Name like “Size_Close_Beach_01” or “Size_Close_Rock_01” now its working perfectly fine again.
Shout out to Epic: Why would you change the behavior of how Parameters are handled??
Very good.
Variables should be local to a function. I would call this a bug…
Im not sure if its a bug might aswell be but it cought me offguard as you expect a totally different behaviour
Functions are supposed to be isolated. This is more like macro behavior.