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Whenever the sampler feedback is enabled, textures would lose their height/metalness/roughness/normal replacement assets. This is done consistently in that it chooses the same texture and same failures, but randomly in what textures it chooses.
For example, this stone wall works perfectly fine:
But this pavestone has a botched height map only:
whereas if I turn sampler off (this has an exaggerated height map at the moment for illustration sake):
It doesn't matter what the texture is being tagged as, it will still do this when sampler is on/off. Here is another pair of pics, this taken from our Stonehelm trailer vs the latest test