You have two options for this (outside of creating a specific static mesh for your pathway, which I feel would be unnecessary in this case). You can add the pavestone material by way of material functions. If you right click in the content browser and create>Material submenu>material function you will be able to create one. In here, make sure to add a “makematerialattributes” node and then add your textures as normall, plug the output of your makematerialattributes into the results node. In your landscape texture you need to do a bit of work to get this to work as well. Go to your material attributes node and check the checkbox “use material attributes”. After this, create a “makematerialattributes” node for each texture you will be using (the good part about this is you can add both the texture and normal to the make material attributes, then plug those into the layer blends). Additionally, add a material function call with the material function being your function. Add this to one of your layers, then plug the full layer blend tree into your landscapes material attributes node (which should now only have one pin showing). For more information on material functions, click here: