So I am developing a mod for the game Squad (unreal 4.23.1), I am trying to create a jungle landscape with a 16 sq km (4065x4065 resolution) landscape with at most 256 components. My current plan is to take a 8129x8129 64sqkm landscape with 1024 landscape components, delete components down to 256 components, create a static mesh of the height map of my full landscape, and fill in the deleted components with their static mesh equivalent; cutout from the aforementioned full landscape static mesh. The idea is to have these as super dense jungle which will be unable to be maneuvered through by ground troops (some I plan just being a static mesh of triple canopy tree cover with no modeled ground), but can be flown over with helicopters to mimic a much larger 64 sqkm while the actual maneuverable landscape is still 16 sqkm.
Is this idea performance viable? Will trimming a 8129x8129 1024 component landscape down to 256 components with a combined surface area equal to a 4065x4065 resolution landscape give the same performance as a landscape that was originally imported as a square 4065x4065 256 component landscape? Does a non square landscape that is missing components in its center cause issues? How would the landscape coord node work in this situation? Thanks for your time.