Try to take an HighScreenshot from top to the Scene-Depth buffer. And export to WorlMachine or photoshop > blend layer > Lighter color (this will maintain the brightest values of white…the displace). Combine them.
Then reimport to Unreal engine, and reduce down the value of the displace to compensate. Not perfect but helps.
I use this for DX11 tessellation (I dont use offset)
To compensate the walkable zones: