Landscape Lods

greetings i have a question that furthers the level streaming topic
I’m currently generating a large map using an external program (world machine) I’ve managed to figure out the math to pump out large tiled landscapes and import into unreal engine, and make lods for each tile however i have noticed that unreal has a rather poor algorithm for lods and creates cracks in the terrain until the player gets close enough and the terrain loads in. my question really comes in, should i export a mesh for each tile and generate my own lods to create a much better hold along the edges this i think in turn will also create much more disk space since if each tile would have up to 4 Lods but at the same time would give me more control on each lod its self and can be far more aggressive with it. which should allow for a far more streaming distance with way higher frame rate?