Building a fully procedural level

Forgive me if this is the wrong section, but I wasn’t sure where else it should go.

My question is, how easy is it to have a fully procedural level in Unreal 4, at the moment?

I’m currently using Unity to build a renderer that uses a number of modelled blocks (ramp, floor, wall, etc) placed in a 3D grid, which is generated at runtime and changes constantly. While I do have it working reasonably well in Unity, I was wondering how difficult this would be to do in Unreal, since the graphics in Unreal are a bit nicer looking than Unity, at the moment.

As hard as it is to learn any new programming language.
Plain object placement is not much different in any engine.

What you should be after is real time mesh creation, UProceduralMeshComponent.
The amount of face and draw call reduction is massive.

A thread to get started: Generate Procedural Mesh - C++ Gameplay Programming - Unreal Engine Forums

Yeah, procedural mesh generation is pretty much what I’m doing already, merging all the meshes into as large blocks as are feasable (16x16x1 tiles).

Does the lighting depend hugely on static geometry like it does in Unity?