I am looking for a node setup to account for world position/face size to tile face textures (uv positions?) from** texture atlas**.
I am pretty sure this is something standard, but can’t find it.
…
I am using procedural mesh to draw two overlaying faces.
It should display three unit size tiles instead of two stretched out faces.

The faces are defined as such. ( unit size and positions)
// pos is times 100 when drawing
FVector stone_Faces] = {
FVector(1.0, 0.0, 1.0), // first face vertex
FVector(1.0, 2.0, 1.0),
FVector(0.0, 2.0, 1.0),
FVector(0.0, 0.0, 1.0),
FVector(2.0, 0.0, 1.0), // second face vertex
FVector(2.0, 1.0, 1.0),
FVector(0.0, 1.0, 1.0),
FVector(0.0, 0.0, 1.0)
};
FVector2D stone_UVs] = {
FVector2D(0.296875, 0.265625),
FVector2D(0.546875, 0.265625),
FVector2D(0.546875, 0.015625),
FVector2D(0.296875, 0.015625),
FVector2D(0.296875, 0.265625),
FVector2D(0.546875, 0.265625),
FVector2D(0.546875, 0.015625),
FVector2D(0.296875, 0.015625)
};
The texture is



