Texture Scaling?

You’ll need a tex coordinate, multiply, 2 constants, and an append. Append the two constants together, and plug the append into the B input of the multiply. Plug the tex coordinate into the A input. Set the UV tiling values in the coordinate to 1, and the constant values to 1. The constant that is plugged into the A input of the append corresponds with the U value of the tex coordinate, while the constant plugged into the B input corresponds with the V value. Plug the output of the multiply into the UV input of any texture, create a material instance of that material and then tweak the values “live” and watch it take effect in your editor viewport.