Running a project made with 4.7.3 (it also happened on 4.7.2, but not sure about earlier), I get entire landscape chunks showing as solid black while run directly on a mobile (android) device. If I have a single texture in my material setup and don’t use layers it’s perfectly fine. The moment I create my layer info then it occurs.
If I create a test project in 4.6.1 and create a landscape in the exact same manner it’s perfect. As soon as I upgrade to 4.7 or create a new project the issue crops up. It happens every time you create a landscape with 4.7 and run on a mobile device so it can be easily re-produced.
I doubt it’s something I have done incorrectly, since 4.6 I do the exact same process and it works. Looks like a bug with 4.7.
I am running this on a Samsung Galaxy Note3 (SM-N9005), running Android 4.4.2.
I am developing currently on Windows 10 Tech Preview. I also tested UE version 4.6 on the same system which does not produce this issue. If it’s strongly thought this is an issue I could with some effort setup a windows 7 or 8 build to test if it still happens on those platforms. I also use the binary distribution rather than compiled.
In order to re-produce this it’s fairly simple, create a landscape with layered material and it occurs. I did write a massive detail of every step performed but then realized I had exceeded the character limit on comments by 900. Hopefully that’s adequate, but that is all that it takes, create a landscape (does not matter the size, even a small one), create material with Landscape LayerBlend Nodes (I did also try LayerWeight Node and same thing), create the layer info for each layer and paint. It happens every time.
It also occurs regardless if I launch on device or packaging.
I was able to reproduce this issue on our end. I have written up a report ( UE-12441) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your information and time.
I went ahead and double checked on this issue for you. This has been fixed on our latest internal build and the solution will be available in a later release of the engine. I hope that this information helps.
The issue is showing to have been resolved. If you are experiencing a similar issue. I would suggested creating a new thread for tracking purposes so that someone could investigate further.