Crack free displacement vs UV channels

Hi!

It seems that you can’t use crack free displacement if the displacement map is connected in any ways with a texture using the other UV channels (so if it’s not 0).

Cheers,
Fisher

Hey Fisher007,

When you say you can’t use it, do you mean that it is not working at all, or is it producing unexpected results?

Could you please detail what the results are if it is behaving unexpectedly?

Hi Sean,

It throws the errors visible on the screenshot and won’t compile. If I switch to UV0 or turn off the crack free displ then it’s fine.

Thank you for the clarification.

Have you been able to reproduce this in a clean project using a simplified material setup? If so, could you provide steps we can follow to reproduce this on our end?

If you are unable to reproduce it in a simplified asset, could you provide the affected asset? You can zip it up and PM it to me on the forums: https://forums.unrealengine.com/member.php?160394-Sean-Flint

After further investigating it seems that more things have to match up to create the error. Also I was wrong about the crack free option.

So the material has to be masked, with tessellation on, and in the usage section “used with landscape” has to be checked. Then if you plug a texture into the displacement slot with UV1 it will throw the errors. (tested in a fresh project)

Actually I always thought that the “usage” panel is used only for some filtering or informative purposes and has no actual effects. Also it is so unlikely that anyone will ever bump into this issue with the same scenario that I regret wasting your time.

As always, thanks for the help!

Fisher

I know this is old, but I encountered a similar issue on a static mesh in UE 4.21
I fixed it by enabling “Build Adjacency Buffer” in mesh LOD settings. And don’t forget to click “Apply Changes” after that.