I’m curious how terrains which are build from tiles handle the situation where one tile butts up against another tile and the two have different level of detail. Doesn’t this cause a lot of grief along the edges where they meet since the vertex count along the mating edges could possibly be different between the two tiles? It seems that this is asking for some ugly gaps along the edges when the LOD is different between the tiles.
What you mean “made from tiles”? Are you using blocks of static meshes placed besides each other to make up a terrain instead of the actual terrain/landscape system in UE4?
Something like that. The terrain system in UE4 doesn’t allow for complex geometry since it’s limited to whatever the height map will render.