Here you can see a video of the Pyramid scene from the previous post:
There are many improvements in this new engine version. Aside the new features like textured voxels and procedural materials, we invested a big deal of time in the quality of the experience. There is still some pop-in, which is coming from a little bug in the meta-material layer. Aside from that the LOD changes are pretty stable and unnoticeable for the most part. The use of UV-mapped voxels also helps minimize the pop-in.
Another old problem area was the replanting of procedural flora (and other objects) every time there was an edit. The new instancing system provides a stable representation that is able to transfer the flora planting into the new geometry. Only edits that really affect the planted instances result in a visual change.
The destruction and building shown here is controlled by blueprints inside UE4. You could easily switch the bombs by a pickax or by rockets.