Indeed, for me, it was working perfectly fine in 4.26. Despite what issues I did see in 5.p1,2 or 3, the snapping-LOD/mipping is new-new for me as of 5.1. Until that release I’d never experienced them.
In fact, except for the swimmy-ness of the heightmesh at the LOD-transitions, everything else was working to expectations. I was very hopeful, in seeing the new tessellation that swim go away, that the heightmesh/rvt might be close-to production ready. It’s fast, it captures a lot of detail a low cost, that detail can be SHARED across materials/meshes, etc; lot’s to like, then…this… :-/
NOTE to Epic if you are reading but I’m not whining, just ‘argagaghaghag’ b/c it’s new-stuff instead of the old-stuff. I get that this is all free (as in beer) but also, I do see this particular tech as a viable solution to material-driven worldscapes where materials, grass-systems, and the rest can all come together to ‘just make that world’ by dropping in some textures/settings.
The only missing piece is the ‘firmament’ that is a landscape. To my experience, fix these issues with the RVT/heightmesh and you/we will have something decently-nifty to work with.