Working in large play area maps, what are the performance and practical differences between Unreal Terrain and a subdivided OBJ mesh terrain? I've managed to reliably use SRTM Geotiff Raster Data with some modifications to create decent terrains in unreal, but there is a small problem with how I go about city building when I'm not using the actual terrain from unreal in my modelling program, especially with roads and other wide area constructs. If I were to convert my heightmap to a mesh object for use and manipulate in modelling programs instead of using the unreal terrain, what sort of difference in performance or stability would it make? What about load times? Would it make a large impact with object meshes for building exteriors included in the object mesh for the terrain, thus reducing the amount of information needed to load both the buildings and terrain by a small amount? EDIT title, player should have been play area