World Partition Landscape Auto Material Issue with 5.6 (Non-Nanite)

I’m having an issue with my landscape material in Unreal Engine 5.6.

It works fine in previous versions of the engine, and also works correctly if I enable Nanite.
As you’ll see in the screenshots below, I’m using an auto material with several layers, but I’m getting these weird lines appearing (I assume it’s happening at the world partition grid boundaries?). And this appear only on Build, not in viewport !

Is there anything I can do on my end to fix or hide this?
Or is this something we’ll have to wait for Epic to fix?

Screenshots :

Depends on your material maybe?

If it’s vertex based and someow these edges do not have the normals set?

Just test another auto material on the Epic blank project, same result!
My conclusion : It’s not a material issue, but a new bug in UE5.6 with World Partition.
At this time, I don’t find a workaround.

Just a reminder, no issue with previous Unreal versions, no issue with Nanite, no issue in the Viewport. This appear only on a build.

Is the material pulling from any RVTs?

No, and you can easily reproduce this issue :

  • Open Epic Blank Project
  • Assign an Auto Material to the Landscape
  • Build the level (Is only appear on build, not in viewport)

Is there a universal definition of “auto material” or something that I’m missing? Last I checked, those are just materials that people slap together and aren’t official in any sense. So there could be some flawed logic in them or changes that need to be made if something major changed about the engine features they rely on.

Which specific auto material are you using that’s giving you problems?