I am creating my first set of static meshes inside of 3DS Max and I am wondering what is the best way to have textures scale properly within the engine. Similar to how a BSP brush would scale with the texture when set to planar.
As long as your UV mapping is set up properly then it wonโt be an issue. If needed, you can apply a TextureCoordinate node to your texture in your material in UE4 which will allow you to adjust the texture tiling.
I usually have a base model to compare the scaling to. For example for when I make wall sets, I have a one primary 2x2 meter wall plane, which uses 100% of the UV space, and that will be the texture density I test with for all my other models, using a colored checker texture. This way I know that 2x2 meter covers my 2048x2048 texture, and 1 cm is 12.8 pixels. By having this one base model/texture scale, Iโm sure that all the other models uses the same density.