I have an almost-finished open-world landscape in Unreal Engine 5.5 that still needs a professional touch before it is production-ready. The terrain is already blocked out, but the master material, biome distribution, and overall polish must hit a photoreal benchmark. The goal is a believable environment—rolling slopes, rock faces, and dense, natural forest pockets—that feels grounded in reality rather than stylized. I want the final result to support high-resolution Nanite meshes, Lumen lighting, and efficient Virtual Shadow Maps without sacrificing performance. Key points of the assignment • Take my existing landscape material graph and refine it for clean macro-/micro-variation, proper height-blending, and distance-based tiling. • Integrate foliage layers so I can paint or procedurally spawn a lush, “mystical” forest biome while retaining an overall realistic mood. • Optimise texture sets (RVTs, VT caches, etc.) and ensure the project migrates cleanly. • Deliver clear, commented nodes so I can tweak values later. Deliverables 1. Final .uasset(s) for the master landscape material and any supporting material functions. 2. A small demo level showcasing correct application across my terrain. 3. One-page setup guide or short screen-recorded walkthrough explaining parameters and recommended workflow. If you are fluent in Unreal 5.5’s latest features and know how to squeeze both beauty and performance out of large-scale terrains, let’s wrap this up together.