I’ve followed the [Grass Tool][1] tutorial and used it for my landscape. The grass spawns in a very grid like fashion and sometimes spawns below the landscape and looks like this:
I did some more testing and realised this behaviour is only evident because I used a high scale factor for the landscape (2500 times for x and y. I need to do this because in my heightmap 1 pixel represents 25 meters).
I looked at the Unreal Source and found something in the file [LandscapeGrass.cpp][1]. The z values of the grass meshes are computed with bilinear interpolation:
which is not the correct way to compute the z coordinates within arbitrary four vertices. For landscapes with a high vertex count the difference is minimal but with my landscape the problems mentioned in the original post arise. I changed the code to this:
Not yet since I am not using upscaled landscape, but if this is a bug it needs to be fixed and the best way for this is to report it into the bug tracking system.
this may be due to your grass mesh. Make sure in your modeler it has its coordinates at 0,0,0 and make sure you applied all transforms. Same goes for rotation/scaling.
Was always the same space from the landscape, i tried messing with the Z scaling, somewhat hacky fix for it but it’s still not giving 100% proper result.