I’m having an issue with a tree mask exported from Gaea and used in Unreal Engine PCG.
I imported the mask into UE as a grayscale texture and I’m using it in PCG to spawn trees. The problem is that instead of spawning trees smoothly according to the mask, it spawns them in visible square/blocky patches, almost like the mask is being sampled in tiles or low-resolution chunks.
Has anyone had this problem before? Could it be caused by texture compression, mipmaps, texture resolution, PCG sampling settings, landscape UVs, or something in the Gaea export settings?

