This is something i’m currently working on as well, the base landscape blueprint brushes are good enough ,so far, to modify to work just like this and i’ve been quite successful, i’m hitting a lot of crashes with landscape layers at the moment tho.
I even went as far as to modify the SDF blueprint brush to mask a tilable heightmap, for sand dunes and such.
Currently working on getting a splatmap of the heightmap to affect weight layers, but as i said getting a lot of crashes with landscape layers, so it might not come to full realisation until thats out of experimental
I honestly don’t plan on releasing any of this publicly, but i’d be more than happy to share some of the process and bounce ideas off people.
One thing i think this system will sorely miss is a custom gizmo to control how the heightmap interacts with the landscape, i’ve tried to tie as much as i can to the transforms of the actor itself, as you can see rotation (currently buggy, but that’s on me)
Don’t know how to embed videos;