Smooth landscape based on actor placement

I am trying to create a (preferably) blueprint actor for a building mesh that, when placed on the map smooths or flattens the terrain under it over a given radius. I’ve been searching the forums and Answers topics for a while now but most everyone’s questions (and answers/commentary) on the subject seems to be about runtime procedural landscape modification which we all no is not presently supported.

What I’m attempting, however, isn’t a runtime change. This would only be in-editor. I’ve seen a couple of topics on procedural generation like this one here, the rabbit hole of which leads only to more and more questions on runtime generation of landscapes. This tool here on the marketplace looks promising, but it doesn’t seem like it’d truly meet my needs (and it’s dependent on a plug-in).

As far as I’m aware, Unreal Engine does not support landscape modifiers (if by landscape we refer to an actual landscape asset).

There’s an old thread about this (apparently, the feature still doesn’t exist):
https://forums.unrealengine.com/unreal-engine/feedback-for-epic/26495-terrain-editing-in-runtime

If however, you find anything, pls let me know too.

glhf!

Yeah; I saw that. But again, that’s referring to runtime terrain modification. I’m looking for in-editor only.

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.

Yeah, that was my suspicion, too, until I saw such things as that procedural landscape generator tool on the marketplace. If it’s truly using landscapes and not a simple mesh generation that acts in place of the landscapes, that is.

It made me think this might be possible after all, at least for a plug-in if not blueprints.