It’s more of an advanced texturing question.
I’m coming from prerendered production where we would bake tiling map, create a mask for the UV shell border and paint it out in Mudbox / Bodypaint / Mari and then apply it on top of the tileable texture fixing the issue.
Is this method used in Unreal or everybody just ignores tileable seams on rocks and props? I don’t want to use this technique as it laborious, not too adjustable, not scalable, and performance expensive.
Maybe you guys are using world coordinates for seamless tiling. I don’t know.
Well, that tech is also applicable in a slightly different way, but usually there are more simple approaches to deal with that.
For the pipe, on your screenshot, you could get rid of the seams by unwrapping to a square, occupying full 0-1 square UV space. Texture on the pipe will tile seamlessly, provided that tiling multipliers are whole numbers.
For rocks, it is common practice to place seams in least noticeable areas.
World coordinates(Commonly referenced as 3-planar texturing) is not used as often as you would expect due to its performance overhead.
Lastly, there are projection painting packages out there, that offer seamless texturing for assets, that do not require tiling textures.