How to offset texture / avoiding material repeat. Mesh slicing. Triangles. UE5-03

Hello everyone,

I’ve recently started in UE5, after years of doing nothing in games since the Source Engine.
So i’m a bit rusty and am somewhat confused about certain things in UE.
I know these are basics however it seems I don’t find the answers on my search in terms in google and the documentation. So here it goes;

  • How can I make an offset in material?
    I have like 10 planks of wood below each other and each plank has the exact same material, which makes the planks look identical. Is there a way that I can offset the material so there is more variety? And not 10 copies of planks. Which is highly unrealistic. Source was able to easily paint sides of a shape, without having to struggle through UV-maps. And you could easily just shift a texture to an offset (up/down, left/right coordinates).

  • How can I slice Meshes? I know I can cut meshes, but in Source I used to be able to make 1 block into two blocks with 2 mouse-clicks, far more easier than cutting a Mesh and repeating the process. Which ends up in a butt load of triangles that are unnecessary heavy on the engine.

  • What is the best way to low-poly assets. I.E. I made a cart which has 800 triangles. Is there a way inside UE5 to make it into a model so the amount of triangles get’s trimmed down? Without using Blender (always disliked the program UI).

  • Am I missing something or is there no triangle in modeling? A square is made of 2 triangles. A cylinder has 16-256 triangles, a Sphere is made of triangles. So why or where is the basic shape of the triangle itself? If I try to cut A box Mesh into a triangle, it never get’s me a 100% triangle. Not even while calculating everything with Pi…

Many thanks for your help!