Here are a list of parameters which could be handy in a custom node in materials in Unreal…

VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, TranslatedWorldToClip) \
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, RelativeWorldToClip) \
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, ClipToRelativeWorld)  \
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, TranslatedWorldToView) \
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, ViewToTranslatedWorld) \
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, TranslatedWorldToCameraView) \
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, CameraViewToTranslatedWorld) \
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, ViewToClip) \
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, ViewToClipNoAA) \
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, ClipToView) \
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, ClipToTranslatedWorld) \
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, SVPositionToTranslatedWorld) \
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, ScreenToRelativeWorld) \
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, ScreenToTranslatedWorld) \
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, MobileMultiviewShadowTransform) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, ViewTilePosition) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, MatrixTilePosition) \
VIEW_UNIFORM_BUFFER_MEMBER_EX(FVector3f, ViewForward, EShaderPrecisionModifier::Half) \
VIEW_UNIFORM_BUFFER_MEMBER_EX(FVector3f, ViewUp, EShaderPrecisionModifier::Half) \
VIEW_UNIFORM_BUFFER_MEMBER_EX(FVector3f, ViewRight, EShaderPrecisionModifier::Half) \
VIEW_UNIFORM_BUFFER_MEMBER_EX(FVector3f, HMDViewNoRollUp, EShaderPrecisionModifier::Half) \
VIEW_UNIFORM_BUFFER_MEMBER_EX(FVector3f, HMDViewNoRollRight, EShaderPrecisionModifier::Half) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, InvDeviceZToWorldZTransform) \
VIEW_UNIFORM_BUFFER_MEMBER_EX(FVector4f, ScreenPositionScaleBias, EShaderPrecisionModifier::Half) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, RelativeWorldCameraOrigin) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, TranslatedWorldCameraOrigin) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, RelativeWorldViewOrigin) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, RelativePreViewTranslation) \
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, PrevViewToClip) \
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, PrevClipToView) \
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, PrevTranslatedWorldToClip) \
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, PrevTranslatedWorldToView) \
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, PrevViewToTranslatedWorld) \
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, PrevTranslatedWorldToCameraView) \
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, PrevCameraViewToTranslatedWorld) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, PrevTranslatedWorldCameraOrigin) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, PrevRelativeWorldCameraOrigin) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, PrevRelativeWorldViewOrigin) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, RelativePrevPreViewTranslation) \
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, PrevClipToRelativeWorld) \
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, PrevScreenToTranslatedWorld) \
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, ClipToPrevClip) \
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, ClipToPrevClipWithAA) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, TemporalAAJitter) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, GlobalClippingPlane) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector2f, FieldOfViewWideAngles) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector2f, PrevFieldOfViewWideAngles) \
VIEW_UNIFORM_BUFFER_MEMBER_EX(FVector4f, ViewRectMin, EShaderPrecisionModifier::Half) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, ViewSizeAndInvSize) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, LightProbeSizeRatioAndInvSizeRatio) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, BufferSizeAndInvSize) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, BufferBilinearUVMinMax) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, ScreenToViewSpace) \
VIEW_UNIFORM_BUFFER_MEMBER(int32, NumSceneColorMSAASamples) \
VIEW_UNIFORM_BUFFER_MEMBER(float, PreExposure) \
VIEW_UNIFORM_BUFFER_MEMBER(float, OneOverPreExposure) \
VIEW_UNIFORM_BUFFER_MEMBER_EX(FVector4f, DiffuseOverrideParameter, EShaderPrecisionModifier::Half) \
VIEW_UNIFORM_BUFFER_MEMBER_EX(FVector4f, SpecularOverrideParameter, EShaderPrecisionModifier::Half) \
VIEW_UNIFORM_BUFFER_MEMBER_EX(FVector4f, NormalOverrideParameter, EShaderPrecisionModifier::Half) \
VIEW_UNIFORM_BUFFER_MEMBER_EX(FVector2f, RoughnessOverrideParameter, EShaderPrecisionModifier::Half) \
VIEW_UNIFORM_BUFFER_MEMBER(float, PrevFrameGameTime) \
VIEW_UNIFORM_BUFFER_MEMBER(float, PrevFrameRealTime) \
VIEW_UNIFORM_BUFFER_MEMBER_EX(float, OutOfBoundsMask, EShaderPrecisionModifier::Half) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, WorldCameraMovementSinceLastFrame) \
VIEW_UNIFORM_BUFFER_MEMBER(float, CullingSign) \
VIEW_UNIFORM_BUFFER_MEMBER_EX(float, NearPlane, EShaderPrecisionModifier::Half) \
VIEW_UNIFORM_BUFFER_MEMBER(float, GameTime) \
VIEW_UNIFORM_BUFFER_MEMBER(float, RealTime) \
VIEW_UNIFORM_BUFFER_MEMBER(float, DeltaTime) \
VIEW_UNIFORM_BUFFER_MEMBER(float, MaterialTextureMipBias) \
VIEW_UNIFORM_BUFFER_MEMBER(float, MaterialTextureDerivativeMultiply) \
VIEW_UNIFORM_BUFFER_MEMBER(uint32, Random) \
VIEW_UNIFORM_BUFFER_MEMBER(uint32, FrameNumber) \
VIEW_UNIFORM_BUFFER_MEMBER(uint32, StateFrameIndexMod8) \
VIEW_UNIFORM_BUFFER_MEMBER(uint32, StateFrameIndex) \
VIEW_UNIFORM_BUFFER_MEMBER(uint32, DebugViewModeMask) \
VIEW_UNIFORM_BUFFER_MEMBER_EX(float, CameraCut, EShaderPrecisionModifier::Half) \
VIEW_UNIFORM_BUFFER_MEMBER_EX(float, UnlitViewmodeMask, EShaderPrecisionModifier::Half) \
VIEW_UNIFORM_BUFFER_MEMBER_EX(FLinearColor, DirectionalLightColor, EShaderPrecisionModifier::Half) \
VIEW_UNIFORM_BUFFER_MEMBER_EX(FVector3f, DirectionalLightDirection, EShaderPrecisionModifier::Half) \
VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FVector4f, TranslucencyLightingVolumeMin, [TVC_MAX]) \
VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FVector4f, TranslucencyLightingVolumeInvSize, [TVC_MAX]) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, TemporalAAParams) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, CircleDOFParams) \
VIEW_UNIFORM_BUFFER_MEMBER(uint32, ForceDrawAllVelocities) \
VIEW_UNIFORM_BUFFER_MEMBER(float, DepthOfFieldSensorWidth) \
VIEW_UNIFORM_BUFFER_MEMBER(float, DepthOfFieldFocalDistance) \
VIEW_UNIFORM_BUFFER_MEMBER(float, DepthOfFieldScale) \
VIEW_UNIFORM_BUFFER_MEMBER(float, DepthOfFieldFocalLength) \
VIEW_UNIFORM_BUFFER_MEMBER(float, DepthOfFieldFocalRegion) \
VIEW_UNIFORM_BUFFER_MEMBER(float, DepthOfFieldNearTransitionRegion) \
VIEW_UNIFORM_BUFFER_MEMBER(float, DepthOfFieldFarTransitionRegion) \
VIEW_UNIFORM_BUFFER_MEMBER(float, MotionBlurNormalizedToPixel) \
VIEW_UNIFORM_BUFFER_MEMBER(float, GeneralPurposeTweak) \
VIEW_UNIFORM_BUFFER_MEMBER(float, GeneralPurposeTweak2) \
VIEW_UNIFORM_BUFFER_MEMBER_EX(float, DemosaicVposOffset, EShaderPrecisionModifier::Half) \
VIEW_UNIFORM_BUFFER_MEMBER(float, DecalDepthBias) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, IndirectLightingColorScale) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, PrecomputedIndirectLightingColorScale) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, PrecomputedIndirectSpecularColorScale) \
VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FVector4f, AtmosphereLightDirection, [NUM_ATMOSPHERE_LIGHTS]) \
VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FLinearColor, AtmosphereLightIlluminanceOnGroundPostTransmittance, [NUM_ATMOSPHERE_LIGHTS]) \
VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FLinearColor, AtmosphereLightIlluminanceOuterSpace, [NUM_ATMOSPHERE_LIGHTS]) \
VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FLinearColor, AtmosphereLightDiscLuminance, [NUM_ATMOSPHERE_LIGHTS]) \
VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FVector4f, AtmosphereLightDiscCosHalfApexAngle, [NUM_ATMOSPHERE_LIGHTS]) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, SkyViewLutSizeAndInvSize) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, SkyCameraTranslatedWorldOrigin) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, SkyPlanetTranslatedWorldCenterAndViewHeight) \
VIEW_UNIFORM_BUFFER_MEMBER(FMatrix44f, SkyViewLutReferential) \
VIEW_UNIFORM_BUFFER_MEMBER(FLinearColor, SkyAtmosphereSkyLuminanceFactor) \
VIEW_UNIFORM_BUFFER_MEMBER(float, SkyAtmospherePresentInScene) \
VIEW_UNIFORM_BUFFER_MEMBER(float, SkyAtmosphereHeightFogContribution) \
VIEW_UNIFORM_BUFFER_MEMBER(float, SkyAtmosphereBottomRadiusKm) \
VIEW_UNIFORM_BUFFER_MEMBER(float, SkyAtmosphereTopRadiusKm) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, SkyAtmosphereCameraAerialPerspectiveVolumeSizeAndInvSize) \
VIEW_UNIFORM_BUFFER_MEMBER(float, SkyAtmosphereAerialPerspectiveStartDepthKm) \
VIEW_UNIFORM_BUFFER_MEMBER(float, SkyAtmosphereCameraAerialPerspectiveVolumeDepthResolution) \
VIEW_UNIFORM_BUFFER_MEMBER(float, SkyAtmosphereCameraAerialPerspectiveVolumeDepthResolutionInv) \
VIEW_UNIFORM_BUFFER_MEMBER(float, SkyAtmosphereCameraAerialPerspectiveVolumeDepthSliceLengthKm) \
VIEW_UNIFORM_BUFFER_MEMBER(float, SkyAtmosphereCameraAerialPerspectiveVolumeDepthSliceLengthKmInv) \
VIEW_UNIFORM_BUFFER_MEMBER(float, SkyAtmosphereApplyCameraAerialPerspectiveVolume) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, NormalCurvatureToRoughnessScaleBias) \
VIEW_UNIFORM_BUFFER_MEMBER(float, RenderingReflectionCaptureMask) \
VIEW_UNIFORM_BUFFER_MEMBER(float, RealTimeReflectionCapture) \
VIEW_UNIFORM_BUFFER_MEMBER(float, RealTimeReflectionCapturePreExposure) \
VIEW_UNIFORM_BUFFER_MEMBER(FLinearColor, AmbientCubemapTint) \
VIEW_UNIFORM_BUFFER_MEMBER(float, AmbientCubemapIntensity) \
VIEW_UNIFORM_BUFFER_MEMBER(float, SkyLightApplyPrecomputedBentNormalShadowingFlag) \
VIEW_UNIFORM_BUFFER_MEMBER(float, SkyLightAffectReflectionFlag) \
VIEW_UNIFORM_BUFFER_MEMBER(float, SkyLightAffectGlobalIlluminationFlag) \
VIEW_UNIFORM_BUFFER_MEMBER(FLinearColor, SkyLightColor) \
VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FVector4f, MobileSkyIrradianceEnvironmentMap, [7]) \
VIEW_UNIFORM_BUFFER_MEMBER(float, MobilePreviewMode) \
VIEW_UNIFORM_BUFFER_MEMBER(float, HMDEyePaddingOffset) \
VIEW_UNIFORM_BUFFER_MEMBER_EX(float, ReflectionCubemapMaxMip, EShaderPrecisionModifier::Half) \
VIEW_UNIFORM_BUFFER_MEMBER(float, ShowDecalsMask) \
VIEW_UNIFORM_BUFFER_MEMBER(uint32, DistanceFieldAOSpecularOcclusionMode) \
VIEW_UNIFORM_BUFFER_MEMBER(float, IndirectCapsuleSelfShadowingIntensity) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, ReflectionEnvironmentRoughnessMixingScaleBiasAndLargestWeight) \
VIEW_UNIFORM_BUFFER_MEMBER(int32, StereoPassIndex) \
VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FVector4f, GlobalVolumeCenterAndExtent, [GMaxGlobalDistanceFieldClipmaps]) \
VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FVector4f, GlobalVolumeWorldToUVAddAndMul, [GMaxGlobalDistanceFieldClipmaps]) \
VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FVector4f, GlobalDistanceFieldMipWorldToUVScale, [GMaxGlobalDistanceFieldClipmaps]) \
VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FVector4f, GlobalDistanceFieldMipWorldToUVBias, [GMaxGlobalDistanceFieldClipmaps]) \
VIEW_UNIFORM_BUFFER_MEMBER(float, GlobalDistanceFieldMipFactor) \
VIEW_UNIFORM_BUFFER_MEMBER(float, GlobalDistanceFieldMipTransition) \
VIEW_UNIFORM_BUFFER_MEMBER(int32, GlobalDistanceFieldClipmapSizeInPages) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, GlobalDistanceFieldInvPageAtlasSize) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, GlobalDistanceFieldInvCoverageAtlasSize) \
VIEW_UNIFORM_BUFFER_MEMBER(float, GlobalVolumeDimension) \
VIEW_UNIFORM_BUFFER_MEMBER(float, GlobalVolumeTexelSize) \
VIEW_UNIFORM_BUFFER_MEMBER(float, MaxGlobalDFAOConeDistance) \
VIEW_UNIFORM_BUFFER_MEMBER(uint32, NumGlobalSDFClipmaps) \
VIEW_UNIFORM_BUFFER_MEMBER(float, FullyCoveredExpandSurfaceScale) \
VIEW_UNIFORM_BUFFER_MEMBER(float, UncoveredExpandSurfaceScale) \
VIEW_UNIFORM_BUFFER_MEMBER(float, UncoveredMinStepScale) \
VIEW_UNIFORM_BUFFER_MEMBER(FIntPoint, CursorPosition) \
VIEW_UNIFORM_BUFFER_MEMBER(float, bCheckerboardSubsurfaceProfileRendering) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, VolumetricFogInvGridSize) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, VolumetricFogGridZParams) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector2f, VolumetricFogSVPosToVolumeUV) \
VIEW_UNIFORM_BUFFER_MEMBER(float, VolumetricFogMaxDistance) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, VolumetricLightmapWorldToUVScale) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, VolumetricLightmapWorldToUVAdd) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, VolumetricLightmapIndirectionTextureSize) \
VIEW_UNIFORM_BUFFER_MEMBER(float, VolumetricLightmapBrickSize) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, VolumetricLightmapBrickTexelSize) \
VIEW_UNIFORM_BUFFER_MEMBER(float, StereoIPD) \
VIEW_UNIFORM_BUFFER_MEMBER(float, IndirectLightingCacheShowFlag) \
VIEW_UNIFORM_BUFFER_MEMBER(float, EyeToPixelSpreadAngle) \
VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FVector4f, XRPassthroughCameraUVs, [2]) \
VIEW_UNIFORM_BUFFER_MEMBER(float, GlobalVirtualTextureMipBias) \
VIEW_UNIFORM_BUFFER_MEMBER(uint32, VirtualTextureFeedbackShift) \
VIEW_UNIFORM_BUFFER_MEMBER(uint32, VirtualTextureFeedbackMask) \
VIEW_UNIFORM_BUFFER_MEMBER(uint32, VirtualTextureFeedbackStride) \
VIEW_UNIFORM_BUFFER_MEMBER(uint32, VirtualTextureFeedbackJitterOffset) \
VIEW_UNIFORM_BUFFER_MEMBER(uint32, VirtualTextureFeedbackSampleOffset) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, RuntimeVirtualTextureMipLevel) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector2f, RuntimeVirtualTexturePackHeight) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, RuntimeVirtualTextureDebugParams) \
VIEW_UNIFORM_BUFFER_MEMBER(float, OverrideLandscapeLOD) \
VIEW_UNIFORM_BUFFER_MEMBER(int32, FarShadowStaticMeshLODBias) \
VIEW_UNIFORM_BUFFER_MEMBER(float, MinRoughness) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, HairRenderInfo) \
VIEW_UNIFORM_BUFFER_MEMBER(uint32, EnableSkyLight) \
VIEW_UNIFORM_BUFFER_MEMBER(uint32, HairRenderInfoBits) \
VIEW_UNIFORM_BUFFER_MEMBER(uint32, HairComponents) \
VIEW_UNIFORM_BUFFER_MEMBER(float, bSubsurfacePostprocessEnabled) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, SSProfilesTextureSizeAndInvSize) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector4f, SSProfilesPreIntegratedTextureSizeAndInvSize) \
VIEW_UNIFORM_BUFFER_MEMBER(FVector3f, PhysicsFieldClipmapCenter) \
VIEW_UNIFORM_BUFFER_MEMBER(float, PhysicsFieldClipmapDistance) \
VIEW_UNIFORM_BUFFER_MEMBER(int, PhysicsFieldClipmapResolution) \
VIEW_UNIFORM_BUFFER_MEMBER(int, PhysicsFieldClipmapExponent) \
VIEW_UNIFORM_BUFFER_MEMBER(int, PhysicsFieldClipmapCount) \
VIEW_UNIFORM_BUFFER_MEMBER(int, PhysicsFieldTargetCount) \
VIEW_UNIFORM_BUFFER_MEMBER_ARRAY(FIntVector4, PhysicsFieldTargets, [MAX_PHYSICS_FIELD_TARGETS]) \
VIEW_UNIFORM_BUFFER_MEMBER(uint32, InstanceSceneDataSOAStride) \
VIEW_UNIFORM_BUFFER_MEMBER(uint32, GPUSceneViewId) \
VIEW_UNIFORM_BUFFER_MEMBER(uint32, bIsFsrEnabled)