Smooth landscape based on actor placement

I understand. Still, I believe it boils down to the same kind of problem: landscape and it’s tools is a system apart in the engine, and there’s no way to reference it its’ tools’ effects on “the special type” of - virtually - “static mesh” which is the landscape itself.
Maybe it’s even connected to the fact that the level blueprint is somewhat of an exception as well - basically, the only one able to reference the landscape which exposes - at least to my knowledge - no variables whatsoever regarding the transforms of it’s sections (which is probably/basically) what you would require to manipulate in order to get segments/sections/areas manipulated.
They aren’t even stored in an array or something of that kind so that you could somehow use the level blueprint to get refs on indices and work your way from there…

But that’s just my suspicion of it, and yes, I am merely speculating, and only referring to blueprints here.