I am a little new to the engine and have a few problems when importing my assets in.
I have made a simple arch tunnel with multiple UV’s my problem is that when I bring my asset into UE4 the size of it is very small. I’ve searched all over the internet and cannot find an official guide for measurements for UE4. Most of the things I’ve found is advice from people who use Maya or . I am using Silo 2 and Wings 3D along with Zbrush and 3D - Coat. I would like to know what guidelines are there for working in measurements so your models aren’t to big or small when bringing them into UE4?
My next issue is with my UV’s. I am using the Substance Plugin for texture my assets. Whenever I put a texture on one of my imported assets the texture is scaled really big and also doesn’t wrap around my model very well (with a brick pattern certain parts of the texture over the model are facing the wrong way). The UV’s are all flipped correctly and the Substances I am using are from the Substance Database as well, so with the plugin I am able to change most of the parameters for each Substance I use. Just looking for some help or advice or may be a push in the right direction (I can’t find my answers in the manual).
P.S if you want screenshots I am happy to share 
Cheers.
1uu = 1cm -> so you have to use cm in your modelling program and then the scale will be right. Another way is to model a character and then build all assets around his scale -> so place it into your 3ds program - scale the mesh up - delte the size character
That’s great thanks for the confirmation! I didn’t know whether the units had changed from UDK to UE4.
About the issue with the UV’s on models is there something I need to do in the Material Editor? The textures on my models seem to be really large when I put them on the model in UE4, the patterns on the texture also change direction in various places of the model (all the UV’s are flipped correctly though). I’ve been reading through the manual to see if I can find an answer to my problem but I can’t 
Hi ScrotieFlapWack,
From what you’ve described with your materials facing the wrong way and issues with your materials scale this would appear to be directly related to your UVs. Even though you say they are correct can you post some screen shots of your UVs along with the material applied to the mesh in UE4 so that we can see exactly what the issue is. It will allow us to give you more concise feedback for where to start to correct the issue. 
Thanks for the reply . I’m at work at right now but I will be more than happy to get some screenshots of the problem. I am using Substances along with the Substance Database and Plugin for UE4. I think you are right I got a feeling my UV’s somewhere are out of whack. I have to say just to give you guys some background, I am relatively new to this. I use 3D - Coat to do my UV’s (I feel comfortable in there and know my way around). To me the UV’s are the correct way, from what I have learnt anyway I use the complex checker to flip my UV’s and I’ve been told that no matter what direction the letters are, as long as they are readable and not in reverse then the UV’s are correctly flipped.
I’ve always used my own maps for textures and normals etc so it’s a new thing for me to use Substances, especially with the plugin. When I am back home I will definitely upload some screenshots 
I’ve never used Substance, but it doesn’t necessarily seem like an issue with their plugin since it’s with texture facing the wrong way and scaling. I’ve also not used 3D coat so I’m not familiar with their UV process. Shouldn’t be too different than most others though. We’ll gladly take a look and help you sort it out though! 
Here are some screenshots. This project I did real quick to get some screenshots so it can illustrate my problem. In this project I imported my asset (.fbx) and applied a tileable material to the asset (I generated a material by right clicking the texture).
Here is some screenshots of the UV’s in 3D - Coat. I’ve turned on the complex checker to show how the UV’s are flipped. In the bottom right of the screenshot is the UV layout.
://gyazo/bb833af0e36cd63c2403f236225b0e46
://gyazo/5cd26fe1466749fa6447cf5e1fdf949e
Here is a screenshot of the original size of my asset after I imported it into UE4. I had to do some major scaling to get it to a decent size. I think the size of my models should be ok now I have a general guideline to work with. Correct me if I am wrong but I have been told that one Unreal Unit is 1 cm. I guess all I have to do is change my measurement units to cm in my modelling program and I should be good to go 
://gyazo/9c2e4f527641a51c36577b148c31179f
Here is a screenshot after I scaled up the asset and applied a brick pattern material to it (to better illustrate the issue of the texture going in a different direction). You can also see for some reason that the texture is huge in size and I have no idea why.
://gyazo/4653e24f6ecade8eda727a5abef8371d
://gyazo/e1c279a41b24ee68d051c39d3f326012
If you guys need anymore screenshots let me know. I really appreciate the help and support! 
Personally I think I have gone wrong somewhere when doing the UV’s for the model. I also think that the texture being big in size is due to me scaling the model from such a small size.
Hi David,
Looking the first two images. I can see some issues that would cause your textures to be flipped or misaligned.
Image #1: The red area ledge need to be rotated 180 degrees to flip it right-side-up.
Image #2: The same for this lower ledge. It needs to be flipped 180 degrees. The purple wall needs to be rotated 90 degrees so that it is not sideways.
Image #3: With regards to scale, UE4 uses centimeters for scaling. As you said, make sure this is setup in your modeling program. When you export it’s important to make sure that you’re choosing to export in this scale as well. I use 3Ds and need to make sure that exporting in the scale I modeled in is chosen otherwise it will scale down like this. Also, make sure that you’re placing your model in the world origin of 0,0,0 so that the pivot is with the model and not separated as it is in your image.
The material will scale along with the mesh as long as the material is not told to do so otherwise. If you use a TextureCoordinate node you can adjust the scaling in the material editor so that it will not appear so big on your mesh.
If you’re still having trouble and want to post the asset I can do a quick and rough edit on the UVs to give you an idea on how I would set it up. (If you don’t want to post it publicly you can send a link to me in a PM) If you’ve not setup a second channel for lightmaps this would be a good time to do so as well. The layout does not have to be facing a specific direction.
Any questions are welcomed as well. 
Awesome I gotta say I love the support on here 
I’m a bit of a perfectionist so when I’ve gone wrong somewhere I’ll scrap it and start again so I know I’m doing it right lol. In regards to the UV’s being flipped, just for my clarification the letters always need to be facing upwards?
I have yet to go in - depth with the material editor but I will check out the TextureCoordinate node tonight. I am relatively new at this and I’ve been picking up tips and advice from everywhere, I know there isn’t a universal way to do things when it comes to this type of work but learning and getting advice from a professional like yourself would be a BIG plus for me 
Thanks very much guys, I understand everything clearly 
Cheers and I will check out those links when I start digging my way through how to use the material editor 