Yes you can tweak pretty much everything in parameters. Don't really see what's the point. It's not like you will reuse that material a hundred times in the same level. The reverse engineering is pretty difficult because the material is so complex that it takes a minute to recompile after every change. That whole material setup feels like it's going a bit against the trend of making things easier for artists. I mean i've spent a couple days now already to work out a workflow from world machine to ue4 and i'm still kinda stuck at the basics inside ue4. I don't remember exactly but how long did it take me to figure out terrain layering in cryengine. 1 hours, 2 hours maybe? Granted there is a shitload of control in UE4. It's just that in my opinion it's complete overkill for basic stuff.
Quote from 2d-chrisdoes the material editor not have presets for basic material types like terrain blends? even when I used UDK i had to make the basic shader graph for a terrain setup, surely this could be a preset of some kind.
It's easy to set up a very basic terrain layering. The fun starts when it gets a little more complex. I managed to get my layers in from WM and the albedos also blend well from a distance. But on close up there was just one normal for everything. Adding more meant i went over the 16 texture input limits. So now i first have to scale down from WM. Reduce it to 3 maybe 4 layer outputs. Then figure out in UE4 how to blend everything nice and crisp on closeup, make different materials for close and near distance using the same texture inputs and also how to create a couple more diverse extra layers for level designers to work with (also via the same texture inputs and magic).