Use a “TextureCoordinate” node in your material setup and hook it up to the UV input of the texture sample node.
In the node details settings of the TextureCoordinate node, you can specify the tiling, hence the screen size of the texture/material…
-Either create a material instance constant out from your material + give them different settings and apply them to the different meshes
-uv map all of the with the same texture size
-create a material that scales the texture with the size of the object (but I think it wont solve your problem, as your UV’s are different, but you could try it ) ->
I am very new to all this and have been doing tons of research lately but I’ve been trying to figure out the best way to go around this kind of scaling also. I’ve been using blender to create meshes.
Now, I found that I can scale the meshes on the the UV map larger than the grid shown in the UV editor. This scales the texture down once imported into UE4. I don’t know if this is best practice or just a work around.
When looking at the starter content assets, it almost looks like the supplied wall assets have their meshes scaled larger than the actual UV map. I’m not on my home PC so I’m not able to provide any screenshots to show what I mean.
I haven’t been able to find too much on this but I would like to know if this is a common practice to increase the amount of texture tiles shown on a mesh.
That is because the UV space is toroidal in nature. It tiles the 0-1 range infinitely. So what you push out on the right, comes in on the left.
That depends on several things, like intended size of the mesh and intended texture reolution.
Also, it depend on how you want to tile the material on the object and how many variations you might want…
If I have a long wall section, I usually scale it beyond the UV range so other elements of the mesh still have decent resolution.
Then you also have to consider that when you make the UV layout (how to arrange the islands)…