Landscape LOD0 high number of polygons

I was able to create a landscape from a heightmap and then move all the components 4x4 at a time to sub levels using the Landscape move tool. This all works great and the LOD system works great as well. However, at LOD0 there seems to be a massive amount of tris…grey (the blue ones I dont know how to disable, they are not part of the wireframe). In the screenshot, you can see the flat area right in front.

Questions…

  • Is this expected with the landscape
    tool or even something I should worry
    about?

  • Was it my heightmap that
    caused this, looking at the heightmap
    that area was pure black?

  • My world/game will have no static
    lighting, all realtime, if I over
    optimize this will that impact
    lighting?

EDIT: added a better photo.

EDIT 2: LOD Bias is my friend, top most screenshot. The landscape component itself can have it’s lod bias changed. Setting it to 3 reduced the number of tris immensely…you can even see how the algo’s weld the vertices at the component borders. I’ll probably set all my components to a baseline of 3 or higher lod bias.

Edit 3: While LOD Bias works, thats only for rendering, while playing it still using the collision from a different LOD. Hmmm, need to dig in more to figure out how to make the baseline lod and collision the same so the rest of the lanscape system can work as normal from that.

EDIT 4: Ok, got it! Collision Mip Level on the landscape component as well…set that to the same as LOD Bias and all is good! Using the advanced vehicle template with my landscape btw.

Firstly, it seems like you have tessellation enabled on your landscape material.
Secondly, there are two option on Landscape actor to help you with that, namely LODDistance Factor and LODFalloff.
Try tweaking them as needed.