The post-process zoom blur effect is a reasonable request though. It’s something you can work out on your own step by step if you’re familiar with post-process domain shaders too, it’ll be one of the easier effects to start with.
The maths is pretty straight-forward: sample the same material several times and blend the results. Use UV coordinates and a bit of maths to offset the sampling.
Once you’ve figured out how to do it, try converting it into HLSL in a custom expression node, as repetition lends itself to this.
Dear Epic: please add a loop node into the material graph.