Procedural Terrain in C++ code

Our world server currently generates terrain and delivers a height map to the clients.

How do we then set the terrain heihgmap on the client from C++ ?

We have a prototype in Unity that is a custom shader and we hand it a Texture2D witht he height values.
Then we have a seperate terrain object for collision and turn of the redering of the Unity terrain on the camera.
It works very well.

Do we have to take the same approach in Unreal 4?

so interested in it