Landscape Painting fills entire component

hi, i have been struggling with this issue for the past 3 days… i followed the epic learning tutorial for the landscape;


and i copied the material, set it up EXACTLY as shown, and the issue is, whenever i click to even start painting the ENTIRE component fills with whatever painting material i have selected… however it is about half the strength… single clicks in the same spot does not paint AT ALL… normally i would be fine with this, however the rock displacement is EVERYWHERE and over every material AND i can’t even delete it… holding shift while painting does NOTHING… the only way i can delete it is i click clear layer… on the material tab on the side where i select what i want to paint…

it is set up EXACTLY as shown so please don’t ask to see the material, or the project… i’m sorry if i sound rude… but i have spent 3 8 hour days setting up new materials and changing everything and remaking it all from scratch just to have it work once, some random time i recompiled the same material after moving the node once… but i was then unable to add any features i still need for my project into the material…

to clarify it fills the entire component with whatever i am painting at about half the blend value on a single click no matter what “paint” i use… and i cannot delete it past that with shift click and drag…

this is an image of exactly what happens after i click once… the cursor is in the exact spot i click… the only other material is the dirty gravel

please help, as this is just driving me insane…

the main issue no matter how i set my paint up it has it everywhere… all the rocks are shown everywhere, i even found a thing talking about it being the height map… now if i remove the height map, i could probably paint everything without an issue… because i can blend the textures as i need, and with correct workflow you would never know… but as soon as i have height information in anything i want to come out more than 1 milimeter… it is noticeably under all the ground and small parts of the rocks colour comes through… it shouldn’t be underneath at all right?

and i can accept maybe it’s just the way the painting works… that when 1 paint has height information in the world displacement it sets it as kind of a default… but it doesn’t… as it only appears when i paint a small section (but covers the entire component of course…) ii can even accept that it’s just the way the paining is as it’s just a blend of what can be on top, so once i click and that component is registered to have that information on it, that it has to place the paint everywhere by default and then just work it’s way to the surface… that would be fine… but even if i give every paint it’s own offset it doesn’t override the rocks… i guess because it’s too sublte?.. but even when i blow it out it just becomes a jumbled mess and the rocks are still there underneath 2 other paints… so no height information is blended at all…

so it’s not that… going to take a look and see if i can get ANY material working the way it should and then look into why…

1 step closer!!.. so i had a few materials set up… and decided to make one from scratch… so… what is currently work is…

have the material set up using material functions instead…

layer blending all the functions…

breaking the material attributes and plugging them separate… then making sure just the rock blend has the height info and getting that separate into the world displacement…

BUT the big thing… they are all set to weight blend… both in the terrain info and the material layer blend… but the rocks are no longer showing through and only start protruding through when i paint a specific part… the whole terrain is still painted with any material i set… HOWEVER it is actually working now for the most part… i just need to find a way to re-enable the height blending… and then i will upload pictures of my material so you can set it up the same, including my landscape terrain info

ok… i have decided i am done with the terrain painting tool here in unreal for now…

the issue is that whenever ANY node is set to be a height blend… it does that issue… the issue does not exist whenever they are alpha blends, or weight blends with either combination of weighted blend and non weighted blend in the terrain info…

so the height blend function is broken essentially… #broken … and the other issue i am having is the offset of the rocks even though i am using the textures supplied by unreal don’t even match the rocks them-self, they never have done for the days i have set up loads of materials, nor the material i got from unreal themselves… my tessellation is high enough for sure… but the blending of everything just doesn’t work… i will come back to the terrain at some point… just not right now…

ok so… i have finally figured it out with the help of a good friend of mine… so… let’s begin…

first of all i’m not saying this is the best way to do it… i only just figured it out and i am currently not optimising it… but the principles should make all the difference…

also this isn’t going to be a tutorial on how to set it up… i am tackling this post as if you have an understanding of how this works and to set up landscape materials…

the main issue was and foremost the multiplication and power node to make the heightmap more intense… when that was in and the materials being on shared wrap so that i could have ore than 4 textures per component… it caused that issue… it must be to do with how the shared wrap works…

so baring that in mind the material is set up as so:

you need a layer that is set to an alpha blend that you NEVER use… just don’t paint with it… don’t plug anything into the layer blend node

then i used material functions each with an output for every node i was going to need:

after which i made individual blends for every single type of output… base colour, roughness, etc…

my thoughts were clearly, each material function AND layer blend needs it’s OWN set of displacement information…

it must go to a default of whatever is set up to have displacement… as well as the absence of an DNU (donotuse) layer set to alpha…

so i made a blend for displacement with every material function in my main material…

(to clarify, the Height output from the function is going into the height blend, and also the multiply node… which then when i apply my displacement it then goes into the LAYER of the blend…)

ALSO… i need to add… my terrain material is all set to weighted blend:

here is proof of that AND showing the displacement only in the stones place…

the only thing to note… the height blending is a little off… i will concede that much… but it still works for me… i just have to be extra careful on my brush strength… but this was the only way to have displacement on the material as well as the height blending… now i can finally carry on working…

i hope this will help someone sort out there material where they need to,… even if someone adapts onto this answer or finds a better way which is all the more likely then please feel free to share it… i just hope this benefits someone… thanks again to my friend for helping me sort this out!.. i had all but given up with the landscape material and resigned myself to having no tessellation or just making meshes for 90% of where the player will walk…