State of Unreal Landscape System

From a game dev perspective there’s some issues with the base - granted it’s like that mostly because of the wire-frame.

As you get further from the camera, the density of the wire-frame should not get more dense.
It’s a culling thing. It should only render what is actually on screen.
In ue4 landscape that’s done via LODs - which still render the whole part you don’t see anyway, but have less dense geometry.

Doing it properly in a procedural fashion, since you have to build each tris, I would test the camera dot normal of the tris and simply not draw it until it is actually visible.
Easier said than done.
Waiting to see if ue5 does just do this with meshes…