The Perfect Tile System - New Official Thread

Yes! However, I do believe most people would want the tiles to line up at the edge, not just arbitrarily shift to any value. I will develop this feature and include it in the next update for UE 4.15!

EDIT: OK, I have added the ability to shift the UVs randomly per-object. This feature uses 8 vertex instructions, only 3 vertex instructions when using instanced meshes. It’s a very complex method that takes into account sprite values for the tiling and uses a texture-based method to determine seed values. This feature will be made available when the PTS updates for UE 4.15.

AND AN ANNOUNCEMENT TO ALL: The Unreal Engine 4.14.1 hotfix update is finally out! There was a bug in the system that did not allow parallax occlusion (or other custom material nodes) to compress properly when being fed to multiple outputs. You will find that many materials in the Perfect Tile System, particularly those with parallax occlusion and custom code, have had a significant drop in shader instructions. The Advanced Bricks preset used 308 pixel instructions before the update, now it only uses 222. This is a 28% improvement in performance for free. If you haven’t already, please download the 4.14.1 hotfix.