A few things:
- Virtual Texturing is said to be done for 4.17.
- Unless I am mistaken dynamic branching isn’t necessarily a performance improvement due to the way how uniform attributes in shaders work. My knowledge on this is rather basic though so someone else should chime in probably.
- Layer weightmaps are already exposed, no? You can sample them for procedural grass placement.
- Currently (again, as far as I know), it is impossible to define different physical surfaces for procedurally mapped landscapes, you can only do so via layer painting. This probably falls outside the scope of “landscape features” and more into “material features”, but having that ability would be grand.
- Another bug (a bit older but probably still there): Bug: Landscape Grass Takes Forever To Load - World Creation - Unreal Engine Forums (If you scale your landscape, procedural grass takes forever to load and completely destroys your fps)