Procedural Planet Generation LOW POLY

I have made a render of a planet in Blender, it is how I want my Procedural Generation to look, how would I go about making this? Please can someone explain rather than linking to a video that is different than this. I only need to know how to make a low poly planet, that is all! Not the holes in it, not the clouds, not the rocks. JUST the actual bumps and dips.

Planet: http://i.imgur.com/lclFIvu.png
Planet without extras (this is what I want to make): http://i.imgur.com/9tnNKvf.png

Thanks!

Well it looks like you already made it in blender. So just export it as fbx and import it to unreal as a static mesh. You don’t need procedural generation for a little thing like that. Unless you wanna have like 1000s of them all looking (kinda) different?

Well it depends on what you are doing with the planet. Will it need accurate collision detection? If not you could just have a sphere and then use tessellation in a material using random noise to generate the planets look.

Here is an example of tessellation and the material blueprint node that creates the effect. Content Examples Sample Project for Unreal Engine | Unreal Engine 5.1 Documentation

@Pabooklas I am going to have the player go to them. So, they might need to be kinda different.

Edit: Added Pabooklas

Well like Vangald said, it depends on what you are going for. But for tiny things like that id say just model a bunch of them and then you can procedurally add trees, mountains and whatever via construction script.