World composition + Distant trees

I think there is a way to add foliage to the landscape proxies. Inside unreal engine source, there is Engine\Source\Editor\WorldBrowser\Private\Tiles\WorldTileCollectionModel.cpp which is responsible for tile LOD generation. From instancedFoliageActor you need to get mesh data and copy billboards only (maxlod) and then bake these to the landscape proxy mesh… Then all you need to do is to map billboard materials and youre good to go…