Best way to deal with detailed terrain poly count

Hi, I am a total noob with unreal and I am creating a 5km x 5km terrain in blender and plan on importing it into unreal. Do I create a high poly version for when within draw distance and a low poly version when viewed from far away? Perspective is third person. Should I be doing this for all assets like trees and buildings etc or is unreal capable to lowering quality of assets depending on distance from the player? The only reason I ask is I haven’t delved much into unreal yet aside from the very beginner stuff and I don’t want to blow a bunch of development time in blender.

Thanks

Yes you will want to generate LOD’s for everything, for the landscape see my post on a way to do it in engine at: How do you use Automatic LOD generation functionality to make the Static Mesh version of a landscape - Content Creation - Unreal Engine Forums

As for LOD’ing other objects UE4 can auto-generate these in the LOD section of the static mesh editor. For skeletal meshes you’ll need to do this in modeling software.

That is exactly what I needed to know. Thanks a bunch. I think I’ll also watch that series that terrain video is a part of this weekend.

Regards