AbsoluteWorldPosition breaks LandscapeGrassOutput

Anything using AbsoluteWorldPosition that is plugged into LandscapeGrassOutput will not work as expected. Instead grass seems to be generated using component position.

Below shows TextureCoordinate working perfectly. Grass only spawns on the white area, as expected. (This also works well with noise textures)

Now look what happens when you use AbsoluteWorldPosition:

The node is handled incorrectly in the grass generation, instead being based on the section locations. This breaks in every instance AWP is used: WorldAlignedTexture, Noise, etc. Any non-textcoord texture is completely unusable with grassoutput.

Is there any work around?

Hello,

We’ve recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://epicsupport.force.com/unrealengine/s/

Thanks

I’ll submit it there, however this issue is currently blocking our work. Would there be any insight on a workaround? Surely I’m not the first ever person to plug some sort of noise into LandscapeGrassOutput.

Found a solution thanks to Jeremy of the Unreal Staff:

Because grass is generated early, Customized UV’s should be used, and then those will work properly in textures, noise, etc.