Questions related to texel density, tiling textures, and uv maps for my modular buildings

I’m using the materials in the starter content. I thought they were seamless, but now I guess they are only set up to be seamless across one object, and not multiple that are side by side. Basically, I want to model a set of various sized walls in Maya, and then put them into Unreal so that I can snap them together and build different houses as I wish. As it stands currently, when I do that, there are notable seams. I guess I’ll have to look into seamless texture creation if this is the case. And I also will just need help on the best approach to making modular pieces as a whole.

Since modeling it is easy, the texturing process is what I’m blocked at right now.

  • Do I need to model all the walls I plan to use and then line them up in Maya and UV map them all in a straight line consecutively to make sure each one is aligned?

  • Do I need to have my texture already loaded into Maya so I can actively place the UVs within the editor to make sure each piece lines up?

  • Will just using a checker/UV grid pattern and counting the grids, making sure each piece of the wall is lined up work?

  • Does it matter how much UV space each wall takes up across the UV grid if I want each piece to have the same texture density, or does it not matter in Maya and is instead handled within Unreal? And if it would be handled within Maya, how do I make sure they the density across the pieces are identical?