Landscape performance issue

Essentially, I did not deal with it. Ended up using padding(worth 1/8 of texture space) and capped lowest mip, before switching to arrays. Top down view was forgiving in that respect. That is not a viable solution for quality FPS/ third person.

Yep. Can’t say definitely about specific PR though.

Back then we ended up bypassing material editor for terrain shader completely.
Besides that, You do not really have other options.
Now I think it might be possible to modify MaterialTemplate.USF, adding an include with terrain shader code and set of ifdefs, to be later called from custom node, which also does define.