vertex paint doesn't work

I thought it would work the way the source engine works where you could have a bsp with more vertices. However UE4 doesn’t support that and since reading up it looks like static meshes are better performance wise anyway.

Some questions I do have however are,

  1. should a static mesh (that is representing a floor be a plane or box), I doubt I will convert a bsp as it appears that you can’t increase the number of vertices anyway. Does Unreal ignore untextured surfaces when compiling/building the world. (you could place a no clip texture in source which would en-force this).
  2. How much of an impact does vertex painting have on performance if you are looking at large worlds. I would like the textures to be varied in there look so as not to have that tiled look from the air.

I haven’t played with complex textures in Unreal before as most of my experience was high polygon modelling in Zbrush (i.e just do whatever its being rendered)