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?

Dude, I have the exact same problem.

I have tried so many possible fixes, many of which came coming from AI, which was a real run-around in itself. Ultimately, you have tested this on 5.5., and you say we’re good to go???

It’s possible, but I don’t think that’s what’s happening here. I tried another auto material, and I also created a simple material with not frills. Just a texture hooked to base color, and I’m still getting the lines.

Also, there’s a nanite translation problem for landscapes in 5.6. . . When you enable nanite (at least on my landscape), some of the regions become invisible and won’t package visible or run in the editor visible.

UE 5.5, it is.

Ok so I recently ran into this issue and it took me a while to debug but I believe I found the cause.

Long story short: This is not related to auto materials, it will happen with any material and can happen with both nanite and non-nanite. What is causing the issue are the automatically created regions when you set a region size smaller than the number of components.

Here is a step by step on how to reproduce.

  • Create a new empty open world level
  • set the “World partition region size” to a value smaller than the “Number of components” like this:

As you can see Im using the default “GridMaterial” that already comes with the engine.

After you press “create”, it will create these 4 regions by default:

Now when I press play, here’s what it looks like:

This is just one of many possible visual artifacts that can happen. Sometimes its different and looks like the screenshot the OP provided when using auto materials. In my example the selected material is that lighter grey one in the middle so all of the landscape should be that color, but you can see on sides outside the region and region limits too, there’s different colors and artifacts. Even if you now go and manually delete the regions yourself, its too late, the artifacts remain forever (atleast for me)

So how to fix this? Unfortunately, the only way I found to “fix” this is to recreate the landscape and always make sure the Region size matches the number of components like this:

If you want to use regions, you can still manually add them yourself just drag a few Location volumes to the level and put them as children of the landscape. Manually placed regions dont have this problem.

I have not tested in previous UE5 versions but I suspect the same will happen. I noticed @Jared.Ritchie has mentioned in another forum thread that a few landscape bugfixes are coming to 5.7, maybe he can say if this is a known issue or maybe has already been addressed internally.

Again - like mentioned above - this depends a lot if not solely on the material you use.

If the material is using Normals, and nanite was changed to where the edges aren’t assigned normals, guess what you would get as a result?

For anyone having issues and wanting a solution, I would suggest your own topic in which you share the parts of the material which generate it.

Without those its really anyone’s guess.

No, it doesn’t depend on the material — we just demonstrated that, whether it’s a material with or without multiple layers. And I don’t know why you’re bringing up Normals and Nanite; the issue only concerns landscapes that don’t use Nanite.

@NewK.1 found the actual source of the problem.

On the left is the default landscape from the Epic template, and on the right, I simply added a new landscape with the same Region Size as the number of Components.
It’s the same scene, the landscapes use the same material, but on the left, lines appear — not on the right.

But strangely, there’s no issue in the viewport — it only shows up in a build, so I suspect a problem with the compiler.

So you don’t know how stuff works and why normals would be involved, but you “know” they aren’t the problem. God for you, you are almost as bad as chatgpt, but good for you.

For anyone else actually wanting advice on the problem, again, share your material info in your own topic.

The issue is still present in 5.7 Preview!
It’s unbelievable — I simply compiled the default blank map, and here’s the result:

How can Epic possibly overlook something like this?

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They overlook way more earth shattering things than literally this one earth shattering landscape thing - the real problem is that they insist on releasing Alphas as “final production ready releases"… (though in this case, it’s preview so at least they aren’t presenting it as final).

Btw what you see here with default material is a different bug alltogether than what is derived by the material.

Possibly related to nanite or to how the setup of the landscape is set (it’s settings). And it would also affect any material as it affects world grid - on top of just being a nasty bug.