Well, TPP is using Unreal, which practically invented real-time automatic LOD by reducing vertex count dynamically based on distance. Not sure if Hero Engine does something similar, but I wouldn't doubt that any modern engine has that capability built in.
Even COH's low-detail models were being machine-generated rather than done by hand by the time City of Villains came out. Check out AutoLOD.bin.
hmm interesting, other developers have told me near sensors such as those cause alot of memory usage. I told them I planned to use 4-5 near sensors on one map and they acted like I was crazy. they told me there are other methods and they are right lol.
auto vertex count reduction (or Decimation by name) is not always reliable. I found that out when I was tryign to get free human models out of Daz3D they ahd way too many polygons so i tried a decimate, lol bad idea. well not too bad if you're ok with deformed faces and messed up mouths and chaotic polygonal face placement on the body. though I suppose a building is a fairly simplistic object for a decimate to navigate around to determine which faces are not necessary.
Still, it's odd you say CoH had this function, from what I could tell as I tested it there seemed to be preset replacements for each object. at least visually it seemed that way.
oh well as they say, when it comes to low poly, the human touch is always better lol.