I’m using UE5 but i’m pretty certain that isn’t relevant to my question. I am trying to simulate a wall where there are three types of tiles - white on top, beige on bottom, and a decorative strip in the middle. they need to be a world aligned texture. did a three tier masking layout to get the strips working how i wanted, all is good. only one issue that’s perplexing me. as shown in the screenshot below, the middle texture is a different pixel size to the other two, and the material makes them all the same size, meaning the middle bit is too tall. BUT if i go to the middle texture and alture the “texturesize” node, for some reason it changes the size of ALL three textures. I don’t get why. are the texture sizes all linked because they are in a world aligned material?
I can just go into Photoshop and resize the texture manually, but my goal here is to learn unreal, so i want to figure out why its doing what it’s doing.