you mean ‘imprinting’ the static meshes into the landscape right? i.e. rendering the mesh as part of the landscape. but not actually using a virtual heightfield instead of a 3D mesh, without any landscape whatsoever. the virtual heightfield is still a heightmap, not 3d geometry
rendering meshes into the landscape RVT height sounds good in theory but in practice since it’s still a plane with displacement you lose a lot of definition at the edges of the mesh, and any non-convex areas just become vertical walls.
but I think the matter at hand here is still about displacing meshes, not displacing the landscape (which is covered by virtual heightfield).
TL;DR there is no solution currently but Epic said they want to explore and to try to provide similar functionality in a future release of UE5