Why are my UV maps shifting in World Composition?

I have a landscape on which I’ve placed 4 override materials on different quarters to come together seamlessly on the landscape. Everything is just fine until I move the level that contains the landscape within the world composition of the persistent level. As soon as I move this level, my uv’s have completely shifted. Is there any way around this? I’m attaching an image of the level before shifting in World Composition and then one after shifting. Thanks for any help!

Are you using a basic material that is plugged into the diffuse along with 4 separate landscape tiles?

If you’re using a more complex material, can you share the material graph so I can attempt to replicate on my end.

Also to confirm, you’re using 4.7.5 correct?

Hi,

Thanks for the reply! I’m using a basic material with a single image plugged in the diffuse. The landscape is 2017x 2017, and the LandscapeCoords is set to 2017. Everything looks fine within the level, but as soon as I move the level containing the landscape in World Composition, my UV’s become offset and misaligned on the landscape. Is there something I need to check so this doesn’t happen?

Also, I am using Unreal 4.74, but will update if necessary.

After talking with one of the guys on our support team this is actually intended behavior. In World Composition the landscape will be adjusted based on the position. This will not move the material over along with the mesh itself.

The material setup will determine the tiling of the image when using world composition.

For instance, if you use a 2048 texture and a landscape that is square as well you should be able to adjust the texture coordinate tiling down to fit this with some tweaking.

An alternative would be to use a static mesh and setup the UVs to fit the texture size. This can then be moved around without consequence of tiling edges.

Thank you!

Tim

Thank you Tim, I really appreciate your time on this. A coworker figured out the math for adding a value to the Mapping Pan U and Mapping Pan V in the LandscapeCoords. He figured out that if you subtract the starting position of the level from the final position where you move it, then divide that # by the mapping scale, and finally dividing that # by 100 ,you get the value to place in the Mapping Pan. You need to do this for both the U and the V. Thanks again for your time and effort!