Problems with MatLayerBlend_Standard - UV tiling changes

Link to Video

So In the above video you can see my problem - I’m blending four rock materials (different texture variants from atlas) together with random masks, but when they are blended together their UV tiling is different, even though the tiling parameter value I input into them is exactly the same. In the video I go through my main material and material functions, like the material layers and the UV offset function for the atlas. I also show the tesselation and offset functions, even though those are not used in the current material instance.