Procedural Runtime Landscape - Which Parent Class?

So it looks like the options are DynamicMesh, ProceduralMesh, and Landscape. How viable is something like this? I’m not looking to make anything too big (like a few square KM) that is multiplayer replicated. I heard that Unreal historically hasn’t done this very well - with UE5 being out has it become more viable? I’d prefer not to use 3rd party plugins like the Voxel plugin.

The new DynamicMesh class looks fantastic and seems like its the new way to do runtime geometry edits - but how viable is it to apply to a small-medium sized landscape? I watched the recent Unreal stream on Geometry Scripting and am super excited to get my hands dirty with it. Unfortunately, the topic of a larger-scale DynamicMesh at runtime never arose.

ProceduralMesh sounds like it will be replaced by DynamicMesh eventually. I know they have differences, but it looks like DynamicMesh is receiving much more focus at the moment.

Landscape would seem like the logical choice, but I did a bit of homework and saw that a critical part of initializing landscape collision MUST be done within the editor. I can’t find the source so I forget the name of the function that is wrapped in #WITH_EDITOR_ONLY.

I’d love to hear anyone’s opinions/war stories! Thanks in advance!