As a 3dsMax user (same applies in either 3d application) you can adjust the texture appearance on your 3d mesh using UV-map. Map to your own liking, be it 2x2 meters, 4x4 meters,fit UV or whatever. You can also rotate the UV.
Using the exact same material to another object, you simply do a new UV map for that object and match it anew.
How does this process work in Unreal?
In Twinmotion for example, I noticed that I had to duplicate the material every time I needed a new appearance, even if it is only rotating, or resizing the texture.
What is the best practice in UE?
“Material instance” - is that something that is relevant in this context?
You can either set different tiling on the mesh in 3ds max and use the same material or you can use tiling in the material. If you scale the UVs in the material you would need to have material instances per scaling. You cannot apply individual scaling to 2 placements of the same mesh other than using different materials. You need one material instances tiling to 2x2 and another instance tiling by 4x4 and so on.
So it’s basically the same behaviour as Twinmotion then, a new material for each type of appearance. Except Twinmotion does not have the functionality of material instances, while UE does.
I gotta get used to a different thinking than eg 3dsMax I guess.
I’m not sure I understand correctly what you’re looking for, but building a material and creating a parameter of the texture’s scale makes it so another new material is not required. Simply create a material instance from the initial material, and the parameter(s) set in the initial material are there to modify for a duplicate mesh or other meshes. Look it up at youtube, type in ‘scalar tiling’ or ‘change texture scale in editor’ or something like one of those. Yesterday, I watched a 2:30 minute video about it on youtube. There’s also projecting to local or world so the texture isn’t stretched automatically by the modified mesh scale.