A material on a landscape with WPO will cause major ghosting, even if that WPO is a dynamic {0,0,0} ,such as from a black texture. ...
This problem was originally reported in this UDN : https://udn.unrealengine.com/s/question/0D5QP000007yVue0AE/flatten-brush-limit-with-landscape-scale-z?fromCase=1 ...
On a landscape actor with Nanite landscape enabled, set the bUseDynamicMaterialInstance property on a landscape proxy and setup a BP to call SetLandscapeMaterialTextureParameterValue / SetLandscape ...
From licensee:When a material instance is applied to a landscape in a scene and the user resets param in that material instance, that edit is not applied to rendered landscape (while it is if the ma ...
Result : while displaying the Nanite version of the landscape, the paint layers behave erratically (see video : [Link Removed]) If rebuilding the Nanite data, the bug gets fixed until the user sta ...
Result : only the layer not ending with _0 or _1 will actually render (i.e. Layer0 in the previous example) Expected result : all 3 layers can be painted, no matter their name ...
From licensee: The height of Nanite rendered landscape does not match the height of non-nanite landscape. The error gets worse if you increase the Z Scale of the landscape actor. Our project rec ...