Forget heightmaps in unreal.
Work directly with a mesh from blender - you do have to section it off ofc. It’s a standard practice and theres 1001 tutorials with different ides on how you should cut it to optimize for whatver.
Reality is, when properly using meshes it wont really cost, or rather, factor into the final cost, too much.
Still, you want to keep an eye on the bare mininum tris cost of the final occluded scene. The less it is, the more items you can add on screen…
You definitely will need to introduce LODs to all the mesh pieces. For rather obvious tris count overload reasons.
Blender’s Decimate is pretty good at that.
Running a combo of Angle based culling and other similar options that turn your mesh analytical are a great starting point on this.
Then you need to make sure that LOD0 is convex and provides a decent convex hull to copy for collision that matches up 1:1 or just about.
With all that done for each and every slice, you bring them to the engine and fill a blueprint, add a hierarchically instanced mesh component and load up the different parts you need.
Hism will further help reducing the paint/instance cost. Also helps with culling/occlusion somewhat.
Following all these parameters you should always have around 120fps even when looking from one corner of the map to the other (which depending on howmany total drawcalls it is can be really taxing on the gfx).
Like everything you have to find that happy medium of Tris count to Draw Call count to MS render time to Look.
Doesnt really matter if your landscape has different “levels” as in heights or caves or whatever else.
You can force things to load/unload manually which is probably the best way all around.
Or you may even be able to levarage some of the new sh*t like data layers for it - using anything past 4.26 is probably ill adviced still.
Depends on end goal and final release date.
Also, you may as well start right, pull whatever engine you want from source, build from source and forget about ever updating it, so you won’t have issues in the future when they remove of fumble or flat out break whatever feature they’ll break next.
Seriously, with epic you are basically playing russian roulette with a fully loaded revolver everytime they push anything out