Could you post a link to any info about that? I hadn’t heard about that. Back in September Marvin Mittring said he’d like to add the feature, but couldn’t make promises, which is the most recent dev comment I’ve seen. Using masked materials like he suggests in that post wouldn’t work well for edge wear, because you only want to affect the normal of the underlying surface, not its albedo or metalness. Floating geo using a standard material will also interact badly with zdepth and baked lighting.
Using a second set of UVs doesn’t work out of the box, because Unreal always bases its normal information on the first UV channel. Ryan Banks did some shader math to try and correct for this, but never posted his completed graph and the posted shader has problems at triangle edges. Even if it worked perfectly, my opinion is that this would be a worse workflow for artists than geo decals, and would create a large number of mostly-useless unwraps.
The only ideal solution is a deferred/dbuffer decal using geometry created by an artist using modeling tools. This is not currently possible in UE4.