As for me, I've been continuing to make more progress on my project.
As mentioned in the other thread, I've decided to go from using brushes/BSP for my landscapes and other organic geometry, to models (or more like static meshes)
Here is an assortment of rocks which are used in the screenshot above (some of, anyway) as seen in Blender.
This is all still entirely a work in progress, a friend of mine who obtained the source code for the Unreal engine from Epic and actively updates it is giving us some support too, and is making some critical additions and adjustments to the engine in order to get things working as they should. Something which can be seen in that first screenshot which will be changed is the noticable overbright cap (which is currently at a factor of 1.00 for models by default in the Unreal engine), by adding scaleable overbright on a per actor basis.
And here is a test map which features some experimental grass (& some rocks). Eventually the grass will animate depending on the direction of the wind. The animations exist, but we just need to figure out how wind is going to occur and work.