UMG Gaussian Blur in Materials

Now that Epic has implemented a Gaussian blur shader for the Background Blur UMG widget, is there an easy way to utilize that shader as a material node?

I found the function GaussianBlurMain in SlatePostProcessPixelShader.usf. Is it possible #include this file in a Custom Expression material node? I tried but it caused a nasty looking cyclic include error.

The GaussianBlurMain function also seems to rely on a few parameters which are pre-calculated in some slate code (WeightAndOffsets, SampleCount).

Any ideas?

+1 Looking for a way to use some limited gaussian blur in VR… but 3d widgets with background blur are not working. I would love to see this functional in a material!