Materials looking odd on own Meshes

Evening,
i’ve made my own meshes with blender to include it in my UE4 project (first time im doing this).
I assigned different spots/faces on the meshes an Material slot, so i can put the starter content meterials on them.
I used the normal blender render, in case this is something you need to know. Everything is in default so nothing changed when it comes to basic blender render shaders.
But somehow it looks really weird, i have no clue what could cause the problem.

So i would appreciate every help i can get

This is how its looks:

Ok after i put a lightmap pack and made a smart UV project (with defaul settings), i thought its working now, at least on the fireplace it looked ok.
But after i did the same for my toilet, i just noticed its still not correct:

This is the model in blender:

This is how it will look inside UE4:

Could you clarify what the problem is?

Most of what I see is just improper UV unwraps for the toilet, sometimes instanced materials (just using a material that is seamless like a brick texture) isn’t exactly the best, and some of those seams would be hidden through manual texturing.

Haha, ye well the problem is that material just looks somewhat strange on it :stuck_out_tongue_winking_eye:
Dont know what else i could say what the problem is, if i would know it myself, i wouldnt search for help here :smiley:
Not meant to be rude there.

i thought its easy if i just smart UV that mesh. In this case i assume i have to go into more UV tutorials.

The Starter content brick material was btw just used to show how strange it looks if i apply one on the mesh, since chrome wont look that strange, but wouldnt help me in this case since i cant make everything out of chrome D:

What i want is, that the material just fits and dont look cutted into peaces

Yeah, that would be your UV unwrap causing it to look cut into pieces.