First of all, hi and thanks for been reading.
3 problems, (#1)I’m Spanish (aarghh the language!!!), (#2) I’m quite newbie in UE4 and (#3) I’m trying to find the right workflow to create UV maps (Maya user) over different meshes and get the material applied in them at the same scale even if the different meshes have different sizes.
I don’t know if I’m explaining my problem clearly enough (refer to problem #1 and #2)
Expecting to clarify this I try to put an example: I’ve 2 different cube meshes to be part of my floor, one measures 1x1 and the other 4x4, so if I create the UV’s adjusting them to the 0-1 space in the UV editor in Maya, when I import them to UE4 and apply the same, for example, tiled material (4tiles), I get the first cube (1x1) with 4 tiles, and the second mesh (4x4) also with 4 bigger tiles!!!.
I can understand this, but I don’t find the right workflow to create UV’s over different meshes with the purpose of have the same tiling size over them once imported inside UE4.
If you have been able to overcome #1 and #2, and also understood #3, I’ll be very grateful to have any clue, or any link to video/documentation that helps me to solve the mental puzzle this means for me.
Thanks again.
I’m thinking the texture needs to be the same size in the original images? For instance you could create a pattern in Photoshop maybe. The point is the image should always be the same size across maps regardless of the UV map. That is, assuming you’re using a picture or something like that.
Thanks for your interest, but Houston, I have a problem 
I don’t get the point you’re trying to explain. Hope somebody can clarify the issue.
Anyway, thank you very much. Cheers
you have some choices. you can either make the UV space 0-4 on the 4x4 or make the the UV space 0-.25 on the 1x1 then tile your texture 4x with UV coordinates in the material editor.
Its called texture resolution. Its about having the same pixel size on each object. So if an image is 512pixles on a 1x1 cube it will need to be tiled 4 times or a larger 2048 pixel image for a 4x4 cube.
Struggling hard with this issue, and after a pretty nice mind blowing effort, I have finally concluded that there’s one simple approach to solve this.
My fault was to create UV’s in Maya and adjust them to the 0-1 space. If you don’t do that, if you don’t adjust and instead, you keep the real scale of the scene in the UV shells, you have it, it’s all. Then, when you export to UE4 and apply a tileable shader, or a substance one (they are aaaaaaawesome) you’ll have the same scale in every mesh inside the scene with real scale UV’s.
Obviously to achieve this you must have all the assets at their right scale in the same Maya scene.
Finally, I think with this method, you can get a consistent texturing in your unreal scene.
One last tip: remember don’t do this with the second UV map channel for lightmap!!! This second one must be inside the 0-1 space, and without overlapping shells.
Thanks to everybody and any comment or alternative method would be still appreciated.
@manu3d. So the method you mentioned above. You don’t scale your UV’s at all? You just map the UV’s and then adjust the placement of them but you don’t scale them? If that is the case I will have to give that a try but it doesn’t sound very efficient because your not getting the maximum space for your UV’s.
Yes, you’re right, I don’t adjust the UV’s scale, just place them, only in case that you need to tell the shader where to start texturing. Take in mind that this applies to shaders with tileable textures, like floor textures, bricks, etc, also substances. Sincerely, I don’t know if this is an efficient method since I don’t know the impact in the system’s resources it can produce.
Hope some UE4 guru can help us clarifying the matter.
I have a TON of Substances for texturing and I have been wondering this same thing myself. I have some modular models I have made for my environment and my textures need to stay consistent as well. I will give this a try 
Need still some help. I haven’t find yet the way to create UV’s in Maya with the same scale for each mesh, because by default, Maya adjust them inside the 0-1 space. I’m trying it in UV Texture Editor/Polygons/Layout, but can’t find the correct settings. Should be a combination of Prescale and Layout settings/Scale mode, but no luck.
Any advice would be most welcome. Thanks