I'm skipping distance blending as it is well know. UV rotation, Cellbombing, Texture Variation & Splat Mapping/Texture Bombing.
Normal Texture - Nothing special. Best way to do this is to distance blend with the same texture. 194 Instructions.
Cons: Repetitive lines.
Random Tiling Direction & UV. 237 instructions.
Cons: Not all 4 edges line up so it makes obvious connections lines. (Not a Unreal Engine Material Function)
Cellbomb. 203 Instructions.
Cons: Blur lines, dark cells (Pro for some use cases). These issues are more hidden on some textures than others, you can also scale to hide them better.
The Next 2 nodes are Material Functions in Unreal Engine.
Texture Variation (Often used in film projects) 222 Instructions.
Cons: Lines. You can hide these with scaling & heightmap use in some cases.
Texture Bombing. Also known as splat mapping. 288 Instructions.
Cons: I actually had to look hard, its obvious there is something off, but even up close its hard to find. There are lines its in between (Distance) Cellbombing & (Near) Texture variation lines but they are thinner & Blended quite well.