Channel Packing Textures Completely Inside of UE4

It is worthwhile describing why I want to do this before explaining the approach I’ve found and the current shortfall. I am like 90% of the way there but I don’t understand the hurdle I’ve hit.

I have GIS derived data I’m bringing into UE4 as a series of channel packed textures about my landscape that I use to determine layer textures, foliage, riparian zones, behaviors, possible interactions, audio etc. When I create this data in qGIS there are various resolution induced artifacts that when the data is used for research purposes are at a small enough scale to be ignored… but when you are actively crawling around on that landscape they look god awful. UE4 has some great landscape tools, smoothing etc that remove the artifacts and give me some nice functionality if I treat my data as DEM heightmaps and just edit directly in ue4. But this introduces a new hours long pain… exporting, repacking, reimporting.

I’ve gotten around this by using this approach:

I simply plug a make float 4 in instead of their material. That make float 4 handles my desired input data just fine. Then I end up with a nearly nice (I think my alpha channel might have a problem) channel packed texture I can play with and blend around in ue4 to my heart’s content. The problem is I have a resolution of 256 by 256 instead of the 1009 by 1009 of the original data. I don’t see an easy way to adjust this resolution… mainly because I have no idea where it came from. Any help would be much appreciated.