Aw man, nice. I really want to implement similar in Unreal. Like a quadsphere with voronoi based voxels - and some erosion/deformation tweaks. (Mainly for modelling scientifically accurate exoplanets) - generating meshes in Unreal Macros and C++ isn't exactly intuitive though.
Keep it up!
RE: [Unity Game Development Tutorial 16: Cubic Voxels: 1] - Theory on voxels... hints of things to come