Tiled Landscape with steep slopes creates stretched texture

I have a very detailed 3d model of a landscape that i want to fly over in virtual reality.
Because unreal engine cannot handle so much detail (yet), we created a heightmap, imported a tiled landscape and put a texture on it. A big problem is now that at some areas with steep slopes the texture is stretched:

Someone knows a good measure against this stretching?
My idea is to put a 3d Modell also with a detailed texture on these areas but is this the best solution? How could I do this seamlessly?

Bonus question: someone knows how I can automatically identify these areas?

Thank you for taking the time to answer!

You will always get this. You have to code your material to cope with it using world position:

Thanks! So basically the solution would be 3 planar mapping. The problem with that is that I don’t have an artificial material, I have real diffuse texture. Does someone know how i could automatically extract the texture from the meshes from each side? Right now I only have the texture from the top.