When Landscape GPU Culling is operational, patches of Landscape will have heavy overdraw.
This requires Nanite and Lumen to be disabled - the test project is set up with this by default.
This quad overdraw seems to be related to instances culled via Landscape GPU culling being left on-screen, overlapping other instances, leading to large amounts of overdraw on specific patches.
1. Download the attached test project and open
2. Change the view mode from "Lit" to "Optimization Viewmodes -> Quad Overdraw"
3. Observe the patches with heavy overdraw.
If they do not appear, move the camera, keeping to a general first-person walking height.
The issue only occurs on the highest-resolution Landscape LOD.
4. Execute the console command "landscape.EnableGPUCulling 0"
5. Observe the overdraw ceases.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-367882 in the post.
| 0 |
| Component | UE - Graphics Tools - Terrain |
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| Affects Versions | 5.7, 5.7.4 |
| Created | Feb 26, 2026 |
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| Updated | Feb 26, 2026 |