I just want to have a versatile set of textures that I can drag and drop onto assets in my world to give them a quick correctly scaled texture. For example, I want to use the same brick texture on most of my walls, but I want the bricks to all remain the same size.
I thought I had the solution by using the UV_ObjectScalable node. It does everything I want it to do and is perfectly simple, except it always leaves some faces of the object untextured. This isn’t a result of bad UVs, it literally does it on all meshes, including the primitives that come with UE4. I have attached some screenies so you can see what I mean:
(The White and Grey areas are where the texture hasn’t be applied correctly in these two instances)