How do you tile a texture based on scale?

So essentially I have a building I made( just a cube), UV unwrapped it and created a texture. The side facing the camera has a window. Is there anyway using the material editor in Unreal to make it so that I can tile the window side of the cube based on the scale of the actor/mesh?
For instance if the building spawned in with a scale of 4 on the y axis and 5 on the z there would be 4 columns of windows and 5 rows.
Thanks in advance :slight_smile:

If you get the UVs the right size, this will happen automatically.

IE, if you have 1 window when the building is on a 1-meter cube, it will automatically have 4 windows when you double the cube size.

The default unreal cube is a meter, right?

yip :slight_smile:

1 Like