Using Tree mask as an Unreal Engine PCG mask

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?

It could easily be the wrong texture compression settings. It’s been a while since I used UE last, but I’d check and make sure it’s set to linear.

It’s a mipmap issue with the texture being loaded on the GPU. In the texture setting, there is a checkbox called “Available on CPU”. This should fix it