Regarding that, the author is selling a set of mountain meshes. The new cryengine terrain system which is coming out in version 5.6 allows to seamlessly merge mountains or such meshes with each other and seamlessly integrates them to become a part of terrain itself, not static meshes placed on top of landscape. Exactly like how Ubisoft approached the world creation of Ghost Recon Wildlands. This opens a lot of possibilities and control on world design. His mountains work with UE4 as well like you mentioned, however, they’d serve as static meshes.
Yes that is exactly the whole argument here. The current lighting system in this engine cannot even shadow some tris properly. Then Epic implements RTX to support other non-games businesses. Apparently they have no intention of fixing these issues either.
http://www.upsara.com/images/4xgu_512.jpg
Something else worth mentioning, I’m personally really tired of Epic implementing new features that just don’t work right. i.e new physically based light units and camera exposure. It just doesn’t work right. But it will serve the purpose of saying “UE4 support physical lights and exposure”. https://forums.unrealengine.com/deve…46#post1456046
Other example is world composition. It has lots of bugs, problems and issues specially with multiplayer and it didn’t receive attention for like 11 updates since it was first implemented, but it does serve the purpose of “Hey, UE4 allows you to create worlds that are hundreds of kilometers.”
Most of these features in UE4 that are crucial for game development aren’t there or just don’t work as advertised, yet the engine has gone far beyond game development and that is considered a big plus by many, sadly.
Edit: Me or others here are not against UE4 going beyond just game development. But it’s reasonable to at least address basic game development needs before going beyond it.