There are a few more tricks for the specular grass problem. You can use macro masks in the material for distance specular or roughness variation and you can use the composite texture feature to create roughness variation. https://docs.unrealengine.com/latest/INT/Engine/Content/Types/Textures/Composite/
Thanks so much for sharing your assets, I'm loving each update. I'm having an issue importing your latest .uasset files however, they don't seem to appear within my project (even a new blank project). Previous u.assets have worked fine though... Does the GlobalNormalVariation.uasset require a specific version of UE4?
Tip 02 - PBR materials needs baked shadows and specular maps and here's why. It doesn’t matter if it’s Megascans or what, once imported in game engine you get average looking materials. In Megascans library you’re looking at renders on surfaces with tons of triangles. Every tiny detail is in 3D and it receives shadows plus…