Sadly, I dont think so. I have given up on that for the moment. There is just radio silence on that at the moment.
Mine seemed to have an update, my guess would be they worked out a couple of stability issues, or something along those lines.
For now, I think the editor is not too bad if you don't need to package stuff. As for an update, it was planned for 4-6 months in the November roadmap so I would guess it doesn't arrive before March.
Hi. Happy new year. Without opening another topic, I would like to show this issue to the Dev(s). Sometime, the "infamous" UE4 limitation, shines in all its glory, above all with Lidar Data. I tried various "tricks" but none is solving the problem completely. Can you please update the terrain generator for the next release or improve the "stitch tiles"? (the empty spaces in the terrain are not due to missing data in the source files)
As far as I can tell, the glitch is caused by the TSW's "vertical tile shifting" feature that is supposed to compensate for UE4's landscape elevation limits. It just breaks if the elevation changes a lot in a very short distance (like in a mountain range). btw. Vorarlberg route has these seams as well however they are masked by trees.
They cannot be filled. They are a misalignment of vertices located at the boundaries between two "levels". In this case, the terrain tools can modified only one "level" at the time so it is not easy to allign both sides. Can be a solution. I don't know yet if an object can have a LOD0 up to 10km.
LODs are based on screen size rather than distance and the last one never disappears so you technically can have an object show from that far. However in case of foliage, I would suggest using billboards or imposters to reduce performance impact as well as to increase the filled area.
Just tried with a row of trees but, when I'am on the other side of the valley, they are not visible. I have found the value to force the distance but, since there will be a lot of trees, it could kill the framerate.
I have checked the terrain generation and the issue is not caused by the verticality of the source data. For some unknown reason, during the overlay of Lidar data onto SRTM terrain, some "tiles" are kept in "Landscape" and some are added to "Landscape2" and/or "Landscape3" (or 4-5-6-7). Automatically. For example, 3 adjacent "tiles", belonging to the same "Landscape", were stitched together whereas the fourth one, on the border of two of the previous "tiles", was left unstitched. So the stretch marks showed themself. The tools to sculpt the terrain treat "Landscape" as "walled off" from "Landscape2" and so they are blocked to pass "the border" and smooth or fill the cuts. DTG Matt