I think you might have accidentally set a texture coordinate node to 2 on the Y scale??
I checked the mesh in 3dsmax, and it looks fine.
After importing it into ue4 and applying the version of the same material I made for the tutorial the texture also looks fine
To finish the tutorial, I used the tail models you made (From the video description) and I used those with my materials. So, I know the materials are right. I had no problem importing in your models.
Luos already mentioned the first thing to check, but you might also want to go into Max and in the UV Editor, and see if you have inverted faces any where. That would be the most logical thing to check after the Tex Coordinate.
Hmm, I cant see anything wrong after double checking your mesh.
Try this one: Dropbox - TesterMesh.FBX - Simplify your life
Its your mesh, just exported it again.
If it works it might be something strange in your export or import settings
I will tick yours as solved. I think this is just some weird case of my 3ds Max. So far every other model has behaved properly, so lets hope it’s just some weird, one time hiccup.
After looking at your model it looks like the rotation of your UV was causing you issues when importing, so it was not inverted but the vertices in the UV space where not aligned correctly to the U and V (X and Y).