How do trim sheets with displacement work in UE5?

I’m researching trim sheets for optimisation.

Normally i use the moddeling tools in the editor to displace a static mesh with a tileable texture.
Now i want to use trim sheets but i can’t figure out how they work with the displacement tool in the editor because it uses a texture as input but it does not have any UV’s so it just uses the whole image and displaces the asset with it.

I have a wooden wall that has all its textures on a trim sheet and the displacement map contains some slope and damage information to displace the planks. Is it possible (or smart) to do this in a trim sheet or should i just have a completely unique material for just a modular wall piece?

I’m planning on making a few different wall types for wood/stone etc and am afraid that using unique textures/materials for each different piece would be bad for performance. Every piece will be modular so a single piece may be used a lot of times in a level (Example: long hallway out of a 2x2 wall piece.)

Thanks for any help!

I’ve never tried this in UE, but doesn’t the object have the UVs? So the tools should displace the correct part of the mesh.