after importing I got seams like so, all over the level, is there a way to avoid it?
I import single 8k r16 landscape file from unreal node
Did you hybrid build the single tile?
Essentially if you normalise/remap in your graph with conflicting ( what is our baseline) and then end (unreal node) and build/export with a tile process, you’re changing what “middle” means per tile.
For example branch logic:
If you remap two branches differently and merge them back they’re processing their bases differently.
SAFE BORDER
Tile A edge: 100 101 103 104 106
Tile B edge: 100 101 103 104 106
match
BAD BORDER
Tile A edge: 120 122 125 127 130
Tile B edge: 109 111 114 116 118
Mismatch
Check out A Note On Tiles
In the Gaea docs that mentions this.
Check your build type as well and ensure you’re on single build in Gaea for now just to simplify it for now.
More information in build types
thanks for answer,
it was single file build and the issue was on unreal side, apparently nanite skirt is a hard requirement with world partition levels
