Mauriccio Torres has recently shared a look at his latest cave project created in UE4.
Work in progress of a small personal project to learn more about World Machine, Unreal Materials, and Quixel Megascans. The character from Paragon is used as a scale reference (besides she looks cool).
Use Randomize to export different variations of your heightmap
Import your mesh and use ProOptimizer preserving your UV maps
Use Bend modifiers to create different variations
Example of material instance
The breakdown was originally published on ArtStation.