Landscape Material Distance Quality

Hello, i am creating a very large map and because of this my landscape material will tile quite a lot. As far as i can see the quality stays either full or very high which will only take a big hit on performance. Like in games the terrain from far away has a lower resolution or larger tiling in order to lower it’s performance usage. I have seen this used in games used on UE4 but i can’t figure out how to do it myself and can’t find anything on it. Would love some help on how to do this. I am new to this so if it has to be done using blueprints please explain, thank you.

You should use world composition with level LODs to swap vista landscapes for static meshes.

Thank you for replying, after a few minutes looking i found World Composition but can’t find what you said about swapping the landscape into a static mesh. Is this automatically done or am i just being blind?

It is laid down in World Composition User Guide.

In the starter content grass/moss materials they have the normal fade to a flat color, you can adapt that to switch between textures with different UV sizes. Here’s a simple example using just two levels: Screenshot - 558ce197e36de18af4c79b6949c8c980 - Gyazo