Blocky Bard suggested a method that utilizes noise.
Texture repetition is a common problem, and there are many ways to prevent it and make your tiled textures look more realistic. In this quick tip video, 3D Artist Blocky Bard suggested distorting the uniform UV grid with an interpolated hash noise and then applying this grid to your main texture sample to offset the UVs across the surface, breaking the repetitive pattern.
The developer explained that this method works well for certain organic textures, such as sand in the example. It'd be great to see a more detailed explanation, but in the meantime, you can check out Hoj Dee's recent video on cell bombing in Unreal Engine 5:
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