Once you are done/happy with the landscape, you can (or could, not sure on 5.whatver) bake it out to a mesh using various options.
This is the same process used to create landscape impostors.
And/or, you can always export the landscape out of the engine and re-import it after processing it as a mesh.
The only thing you have to do different is the landscape grass, which is not possible as a node on non landscape materials.
You gain a lot in performance doing this, because the landacape system is completely flawed by design.
A layer blend does not work via UV. Usually it is 2 or 3 textures being used to amalgamate 2 materials.
I was referring to several things:
First. A landscape usually scales textures up/down by distance or uses completely different ones for the same material.
This can and should be done via UVs, as it will cost a lot less than blending regularly.
Second, a lot of people contrast tiling by lerping a different texture across the whole landscape to change the way the material colors and give less of an appearence of tiling.
This isnt necessarily wrong, but it is an extra texture that isnt needed.
You can manipulate the UVs of the textures to create a non-tiling randomized output just from the original texture.
Third, the blend between layers.
This by design already uses the paint layers - which are in the end a texture built by the engine as you paint - if you use height blends, you incur a high cost which may not be necessary to achieve the same effect.
Further, even if you use the height blend, you should take care not to height blend over a certain distance - reducing the far cost of rendering, where you really wouldn’t see any difference between the different blend techniques.
Most of those do become pointless if you don’t plan on using the landscape in the end, so you should probably work the peroblem(s) on a static mesh for it.
The issues with blending and multiple materials will be similar.
But you won’t have to deal with layers and the landscape nodes, so it becomes a littlebit easier vs having to learn what the engine uses and how.
Personally, I use a texture and its 4 channels to drive the layers.
This allows for 5 discrete layers.
The quality/resolution of this packed texture (on a staric mesh) can even reach 8K (using VT).
In terms of how it looks, it usually is still 1 8k texture stretched across an 8km area, so about 1 pixel per meter of resolution.
If you go with smaller landacape sizes, you get better detail, thats true, but it starts to depend on the overall size of the map in use.