Weird Landscape Material Bug v4.13.0

So I updated a project from Version 4.12 to 4.13 and every time I open the level, Which consists of a tiled landscape with a not to complex material (no tessellation and only using two textures), . I get this

As you can see the material turns partly reflective and partly translucent. Also, not shown in the photo is that the frames have dropped considerably from the project in version 4.12.

This isn’t too serious, but its annoying. Sometimes the problem is solved by recompiling shaders.

Hello,

Are you able to reproduce this issue in a new blank 4.13 project or is this a project specific issue?

If you can provide me with some steps to follow in order to get the error to occur on my end, I can try to reproduce the issue on my end and get a bug report entered.

Let me know if you have further questions or need additional assistance.

Thank you,

Sorry about this “re use” of this question, but I’ve been able to replicate this bug. I created a tiled landscape with three layers that use a basic “Layer weight” system. Then I implemented distance based tessellation. (tutorial found here https://answers.unrealengine.com/questions/210923/how-to-control-landscape-tessellation-with-distanc.html ) Then I loaded all the tiled landscape levels and then there was no landscape, so I built shaders and then the landscape appears, but with holes cut out. Then the terrain disappears as I get closer.I then checked “crack free displacement” and the Engine crashed.

After reload the effect is reversed, now the terrain closer to me is visible, but the farther terrain is hidden. I then clicked “edit terrain” and then the editor crashed.

Hope this was clear, if not I can upload images.

So instead of me running through that tutorial (very lengthy post), I think it would be more beneficial for you to provide me with the project you are using.

So in your initial post, you mention there is no tessellation involved, and now you have added it as part of the process. We need to eliminate all unnecessary variables for the simplest project in order to reproduce the crash.

In regards to the crash could you provide me with your crash logs and callstack attached as a .txt file so we can investigate this further.

Thank you,

Sorry about that, didn’t know how to do this (never done it before)
Here are the two logs in the project folder.[link text][1][link text][2]

And Here is the Project:Dropbox - File Deleted

After posting that, I found that creating a Instance of my Material,then applying that to my land tiles fixes the issue, but as soon as I save and exit, then reload, the problem is back. Also World comp. changes tiles to white when the MAT is changed to an ISNT.

Thank you!

106640-landissue_02.png

Here is my Landscape Material

I downloaded and tested your project and can see the issue you mention, but it is hard to determine if this is an engine bug with the current state of your materials and the size of your map.

I was able to remove the issue by removing the material entirely, which means the issue is definitely tied to the material itself. There could be a bug here, but in order for me to report the issue, we need to be able to reproduce this in a blank project with the simplest of repro steps and minimal test case. The flickering and disappearing of landscape components seems to be correlated to the tessellation as well.

We recently made changes to tessellation and performance, and the distance based tessellation approach was created to mitigate the impact of performance. Using adaptive tessellation and the correct LOD settings on the landscapes should provide a sufficient amount of detail near the camera and falloff as you grow further from the camera/player. Unless you are trying to control tessellation for very specific areas that the player is going to focus, the distance based tessellation could be more than is needed.

In any case, let me know if you have further questions or need additional assistance.

Cheers,

Thank you for the answer!
There’s a similar bug report on this, and it’s supposed to be fixed by 13.1 otherwise 4.12 has worked perfectly.