My custom system does it via a blend of distance to nearest, stencil, and render targets.
The challenge is that the river water has to displace the larger body of water and “mix in" so to speak - also generating waves rather than receiving gerstner and other waves.
If you only have one river to deal with, this is trivial; make a material with a texture that represents the river rather than a general water material.
If you have more entry points, then you need a custom system/material like I need to create (granted I went and did this before epic even came out with their trash solution to water).