Quick answer: Re-import using a heightmap whose dimensions match the recommended landscape size (e.g. 505, 1009, 2017) so component edges share exact vertices, and rebuild normals.
Landscape seams along a regular grid mean component edge vertices don't share the same height. Importing at a size that matches Unreal's component layout makes those vertices coincide. Here is how.
How to fix it
1. Use a recommended landscape size
Unreal expects heightmap dimensions like 505x505, 1009x1009, or 2017x2017 so components tile evenly. An off-size import misaligns section borders and creates seams.
2. Match overall scale across tiles
When stitching multiple landscapes, give them identical X/Y/Z scale and snap their world positions to the quad size so shared edges land on the same vertices.
3. Recalculate normals after edit
After importing or sculpting near borders, use the Manage tab and re-flatten or smooth the boundary, then let Unreal recompute normals so lighting does not reveal the seam.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.