Yes, as soon as you start painting with different layers the textures will break up the tiling a good bit.
The macro stuff is a way to overlay different sized grayscale texture samples in conjunction with a single diffuse color Texture Sample in order to help randomize and break up the tiling.
Here is an example of using a macro variation and lerping between two Texture Coordinate sizes of the same texture to have a non-repeating material. Keep in mind, these examples can be found in the starter content so you can reverse engineer the materials to better understand the workflow of the material editor and how certain nodes function.
Advanced Sandstone Material
I know this can be a bit intimidating at first to look at, but if you read the comments and follow the structure step by step, you will start to understand how this actually works. This example uses the same two texture samples as the Basic Set Up
Basic Sandstone Material
Essentially the bare minimum for your materials. A texture coordinate plugged into the UVs of a Diffuse and Normal Texture Sample.
Side by Side Comparison
I hope this helps clarify a bit on how to break up tiling and various approaches to doing so. One more thing, take a look at the Documentation as well as the Content Examples to dive deeper into Materials!
Essential Material Concepts
Cheers,


