Hey everyone, I’m here to share what could be a bug, do note this project is in Unreal 5.1.1, I have no idea if this has been fixed in later versions.
The problem occurs when I use a Material Function into the World Position Offset of my Terrain Material. This Function makes materials bend and look like a sphere when the player walks around, basically an illusion for a planet, like in Animal Crossing.
Whenever I plug the Material Function (labeled “MF_CurvedWorld”) into the Terrain material World Position Offset, the grass starts to not be aligned with the terrain, seemingly displacing the meshes and randomly rendering it below the terrain sometimes, see before:
Any idea on how to fix this, if there is another way to have this visual effect with keeping the grass generation, or if this has been fixed in a later version of Unreal? Many thanks!
Hi, world position offset is purely cosmetic, the collision of the landscape and the landscape grass placement is not adjusted. In the landscape settings, under collision you can try to check ‘Bake Material Position Offset Into Collision’ and see if that helps.
If it adjusts the collision but not the landscape grass placement, then you could spawn the grass using a procedural foliage volume. But if you spawn it via the procedural foliage volume, I would also do a benchmark of the RAM usage for a stresstest (as large world with as much grass as you want to have in the end), cause with the procedural foliage volume each instance would need to store its position, rotation and scale which might become problematic if you have millions of instances.
Sadly that box didn’t change grass placement. Procedural foliage would destroy performance as there are indeed thousands of grass blades, this method works really well but unfortunately clashes with WPO on Landscape.
I really think this is a bug, I tried converting the project to UE 5.6 and it was rendered in the exact same way