As soon as the visibility tool is used, we're adding references to the "/Engine/EditorLandscapeResources/DataLayer" asset from landscape components. If the user decides to cook without editor data ...
Importing an heightmap while having Edit Layers enabled results in a loss of precision: [Image Removed] ...
In raytracing enabled, When loading a sublevel containing landscape with LoadStreamLevel function following error is shown. Assertion failed: Pair != nullptr [Link Removed] [Line: 584] Licensee re ...
Allow user to enable layers when importing Landscape Tiles from the Level View in a World Composition Level. Allow to reimport that layer data on a Edit Layer later on when using the reimport featu ...
The grass won't spawn after proper material being applied on the landscape. Even after being forced to be spawned (by reloading the level, for example) the grass will disappear again every time the ...
The heightmap and weightmaps were created using Terresculptor, and exported in the correct format. If you import everything except the layermaps, the landscape is generated and the layers can be pai ...
This problem seems to occur because Rotation is not taken into account when calculating Weight. I have confirmed that it can be solved by calculating the rotation as follows.float ULandscapeCompone ...
When a landscape is set up to use runtime virtual texturing. If it uses a material that writes to a runtime virtual texture and has tessellation enabled. Then we see a crash and the log reports: ...
These delays appear with large Landscapes (for example 8029 x 8029) . The delays only start occurring after the level is saved and reopened. After which PIE start times will be 5 to 15 times longer ...