4.13 Released!

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is this it, or are there more improvements planned?
this doesn’t really help much with the issue of tessellation having a very high base cost (even if tessellation multiplier is 0 and there’s effectively zero tessellation going on)

also as someone mentioned, this can be a feature regression. is this optional or forced? otherwise you cannot use tessellation to “re-subdivide” landscapes where LOD is too strong (but only want to subdivide selectively)
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answering one of my own questions with this: Unreal Engine Issues and Bug Tracker (UE-35097) - good that it’s still there, and really hope this makes it to 4.14

still I’m curious if this new 4.13 “tessellation only for the highest LOD” is optional or force