It has become apparent to me that LODs are not top priority right now, in fact very low priority.
I find this disappointing. UDK improved upon LODs with lod blending, which effectively put LODs back on the table. Without blending, the annoying “poppyness” was enough to avoid using LODs altogether.
Even in UDK, when blending between LODs, if your camera happens to move too quickly before the blending animation could complete, the LODs would pop. You can see how that would be an issue in projects with fast paced camera movement. Just an example of shotty LOD implementation.
Enter, UE4. No LOD blending. LODs import sideways for some strange reason. Unable to remove LODs. LOD Blending not on your roadmap (according to this post: Is LOD blending available in UE4? - Programming & Scripting - Epic Developer Community Forums)
LODS in UT3 were very shottily implemented, and once again for UT4, they will be shottily implemented for the foreseeable future.
Consider me, highly disappointed.
/2cents
I do appreciate all of what UE4 has to offer, and I don’t want this to sound like a very condescending, trolly post. But my feelings regarding this are sincere.