Yeah a lot of the work is done in the material, because the end product is a render target that gets fed into the landmass system.
So in my example, i’m feeding the heightmap texture from the blueprint into the material, then combining it with the unpacked heightmapRT to get that result
So the basic concept follows as, send any relevant info to the material in the update MID functions, do what you want inside the material editor and combine it with the heightRT. I’ve stripped a bunch of stuff out from their example materials and working in the functionality i need, so it’s pretty barebones, you can change scale, rotation, height and height offset atm but its not hard to imagine how to do the rest.
I’m currently trying to intergrate splatmaps into the weightmap but as far as i can see that interaction is in the CPP class and the child doesn’t have access to it so my work arounds are quite hacky at the moment.
But yeah any questions send me a DM, it takes a while to reverse engineer the examples but pretty straight forward once you get the ball rolling.