Procedural level with a fixed High and low body

well first I need to give a bit of details to my question.

the first proper example I can give is using the Starcraft series as a reference, all of their levels are designed with levels and for my game i would like to implement the same effect (to a point) yet make it procedural.

the Low:
will be used as walking areas, the player would be able to walk this entire area and minor displacement will be added for visuals on the terrain even normal maps will suffice.

the High:
would be like a cliff surrounding the low level, boxing in the area for the player to walk in. so it would create boundaries yet procedural and make sure all areas are accessible from the spawn to the furthest part of the map.
this doesn’t have to be an endless world, yet quite big as this would be a survival based game. hence this would get pretty boring if the whole world was explored in 20 minutes.

so the actual question:
will this be possible with blueprints (or c++ i am new to programming) or is it even possible with UE4 to generate this type of map with procedural methods.

I had an Idea of generating an image of the (high level) and applying that to a flat terrain (no idea how this would work though) but if I wanted to add biomes of some sort, or areas later then would image generation allow for things like that … maybe masks of some sort …etc

I am new to ue4 and pretty much to development, so any advice and shoves in the right directions would be appreciated.