Landscape Architect

LA supports two types of landscapes

Heightmap Landscape
UE4 supports heightmap based landscapes natively (Landscape actor) and this mode builds on that. There are a set of graph based toolset that work on top of existing UE4’s landscape actor. The first post has some screens on some node based procedural landscapes

However, the UE4’s landscape has some limitations, it cannot be modifed during runtime, (so no infinite procedural landscapes), cannot have caves/overhangs because it is heightmap based.

Voxel Landscape
This uses a custom mesh component to create the landscape and can be modified during runtime. It gets all the advantages of a voxel system. Since others are asking, I’ll see if I can provide a way to convert the heightmap based landscape into a voxel landscape with proper material weights.