Try Witchdev’s solution:
He has two paths, one with a jittered triple-sampling and one with a temporal-single sample. Either can be combined with Alex’s method, and the latter is done via UV’s so can be slotted right in with Alex’s solution to preserve that single sample for a triplanar, untiled single-sample texture.
It’s what drives this: Unreal 5.5.3 - Full Lumen, Nanite, UltraDynamicSky - Album on Imgur (the lightning stuff is all UDS, so worth it..)
Since temporal effects will show up in height/displacement, the single-sample method doesn’t work well for those effects. Either displacement on a landscape or a heightmesh you’ll see the seams all out of shape as the shader flits between two heights. However you can use the first method with the 3 jittered samples and get the same results and without any temporal-seams. Then feed that math to where-ever you need to and the temporal-sample to PBR (ideally). It’s a little more costly but will ensure the bumps match what is painted onto them by the temporal-pass.