How do I match the UV tiling of a static mesh with a BSP brush?(Possibly using the wrong terminology)

I apologize if I’m using the wrong wording here, I’m pretty new to all this and tried searching all of yesterday to figure this out. But i’m trying to take a static mesh I made in 3ds Max and make the default texture sample of that match the default texture sample of a BSP brush.

So just for example, if I wanted to take a BSP brush and make a certain part of a wall and then make a custom piece in a 3ds Max to fill in the rest, how do I make the two tiling match so if I took like a brick wall material and put it on it that, it would match up on both pieces? Is there a certain number I should set the UV tiling to in 3ds Max before exporting or do I have to do it through nodes afterwards in UE4? Or is there an entirely more simple way of doing this that I’m missing? Any help is definitely appreciated, haha.

Here’s a picture of what I mean, the bottom piece is a BSP brush and the top is the static mesh. I can’t seem to get them to match up.

Hi Earthworm401 -

For the imported mesh from Max, the easiest way to tile you UVs is through adding a Texture Coordinate to the material itself and tile up or down on the U and V as necessary. BSP brushes have their own tiling setting which should be in the details panel for each brush. I am not going to tell you its not possible to get them to match because it is but it will take sometime and patience. It would be a lot easier in the long run to use the BSP brushes to get your size and layout then model a mesh in Max to replace the Brush, then the Texture Coordinate will be able to match up the meshes exactly as long as they are unwrapped the same.

-Eric Ketchum

Ah, okay that makes a lot more sense. I knew I was doing something wrong, haha. Thanks!