This line in the docs here threw me so thats why I asked as well.
“The entire level is represented by instanced distance fields stored in volume textures. Landscape has a separate representation through heightfields.”
I’m guessing the image on that page is using static meshes.
I think a DistanceToNearestSurface (and gradient) that works with landscape would be really useful (Or even a separate DistanceToLandscape and GradientToLandScape).
One idea that I had that sprang to mind after your particle collision example code in another thread was to create a slide along surface particle operation. In conjunction with a flowmap/vector field, you could do either water or even use the mesh particles with the vertex animation offsets to do some rudimentary crowds that followed a predefined path.
But my primary goal is do grass and moss patches that follow the contour of the landscape ground using worldposition offset and distance to nearest surface. I’ll make a proof of concept with a static mesh ground.