How to make a mask texture that blends between multiple textures at runtime

We are making a game in which the world is “paintable”, and since this will be happening over a large map, and the “paint” will need to be detectable by other actors. Because of this decals cannot be the solution. There was an answerhub page that would appear to address our issue, but we are new to Unreal and need assistance interpreting the methodology. If this could be broken down into simpler terms we would really appreciate it.

The way I understand what you want to achieve, the solution is called “vertex painting”.
For this, however, you need more detailed models than usually required for the given geometry.
If the “painting” is applied to a whole object, then a “dynamic material instance” might be a good option.
There you can drive the material appearance via blueprints…