@OTHorizon Not familiar with MAWI either.
That said, World machine has a very flexible workflow for terrain modelling. You can export all kinds of data, and mix and match between them in infinite number of ways. There’s a free version with resolution limitations (and missing pro features like tiling and automation). You can download it by registering HERE
If I understand correctly your problem, you want to build a full “landscape” in Unreal Engine. So here’s what “World Machine” can offer, the workflow itself is up to you (be it through custom plugins or manually):
- Everything “terrain”. You can create a terrain you like, then you can export it as a “heightmap”, or a “mesh”. Unreal can bring both in, with some minor “gotchas”.
- You can “select” any area that you like, and some devices can export special algorithmic data (for example: Flow and deposition maps for “Erosion” device). You can select custom “slope range”, “height range”, “wetness”, and a mix and match between all of them. So for example, you can select some low areas using height, then limit your selection with 0-30 degree slope range. This will give you a sort of “soil” or “Basin” mask. Later you can use that to drive material distribution etc. HERE is an example I made with just plain bitmap textures right within wm, you can do a hell lot more in Unreal (use those masks to drive vegetation and rock placement, limit material layers to a specific area, the list goes on…). HERE’s a somewhat advanced example, all screenshots from wm viewport itself.
- Finally, all data can be exported in formats most apps recognize. HERE is a list, and you can do a lot of stuff to mitigate any limitation with some creative wrangling.
Hope that helps with your decision somewhat. You can additionally take a look at this manual (a bit dated) for some more info.