Question about building gigantic mountain cliffs

Hi everyone.
Just asking for a little advice.
I am building gigantic mountain cliffs.
Thing is character may or may not travel to all its parts.
Wondering what the best way is to approach this.
I know about LOD’s.
I am not using the landscape builder for this because its a super vertical world.
So I am building big “tiles” of geometry and then texture mapping them and import those into Unreal 4.
(What you see if picture below is just work in progress so it will look like tiles).
Just wondering if there is a better and smarter way to build something like this.
If this was an open world map the character would have to be able to travel to every visible part
of the cliffs.
Also if he falls, I might wanna “enjoy the view” as he falls and see the very lower parts of the cliffs in
full detail.
So I am keeping the scale of the detail the same across the whole map.
My lighting importance volume is pretty small though that is fine.
I get a solid 60 FPS all the time even if I pan the camera up and down the cliffs.
Doesn’t seem to affect the FPS.
All the cliff pieces are static meshes without collision.
So I guess once the lighting is baked in it shouldn’t be a problem?
Is that correct?
I notice it takes forever the do a complete build in the editor but once its built it seems to work fine.
Is there a better way to do this?
Thank you.

My biggest worry is that a level such as this would take forever to load in game.

Using small pieces near area where character will be walking around and then as I go further away I make the meshes bigger but combine and scale down the texture maps so the scale of the texture stays the same (but using fewer verts to cover an area).
Not perfect but works o.k. for now I think.
I have to look into LOD’s too and see how to set that up.
I also discovered the “merge all actors” function so I can combine all those rock meshes into one mesh :slight_smile:

0af5ef4b44037a4bd4e74a546ff32917bb514a74.jpeg

So looks like the way to do this is to do the rocks in clusters or sections and then setting a LOD sliding scale to each section.

4d3f3a6b6d103bcb3de713d9071138572da00a85.jpeg