It's possible to do a workaround for what you are asking, it just requires accepting some limitations, and some forward planning.
1. Make sure your UDIM tiles perfectly match on the borders. Pixel perfect.
2. Create a tiling substance you are happy with, and export it with your required parameters
3. Import it twice into a new graph
4. Freeze the seed on one of them (by changing the seed to 'absolute')
5. Create a mask for the centre of your tile - either a procedural mask, a simple gradient, or a height blend
6. Add the second version of your substance using this mask
The outcome should be a substance that is always the same at the edge of each tile (so fully tileable) regardless of the seed in the centre.
You can then apply this to each UDIM tile of your terrain - the edges will always match, but the majority of each tile will be unique. With some tweaking, this can give the impression of an infinite surface across multiple tiles.
Hope that's what you had in mind
AJ