Tiling on objects made using the modeling tools (UE5)??

Why am I getting tiling on objects made using the modeling tools (left) but when I just place a block it wraps it like I’d like it to do on the left object?

I tried exporting and importing in different software and that doesn’t work either.

I’m completely new so I am not sure what to do, I tried doing instances and used tiling and offsetting and it still looks like this or similar to this.

Static meshes have their own set of UV coordinates. In 3d software you can do a UV unwrap to set how the texture fits the object. The unreal brushes use dynamic UV generation.

The only thing you can change in the static mesh is the amount a texture tiles in the UV space (X and Y repeats)

So how can i use the modeling tools to build a layout for a map if when I edit and texture it it’s still going to look like this?

Maybe you could go with world aligned textures in this case.
Take a look at this tutorial and see if it fits your requirements.

I wish I could explain what is happening.

I used the model tools to build that shape. That’s technically built with like 8 rows of blocks using the modeling tools “pulling” technique off the grid.

When i apply the texture it’s applying it essentially to the 8 individual rows separately than as the whole object it is.

Trying to figure out why it is doing this.

In select mode you can select faces with the ctrl key. Then you can set parameters in the details panel in the area “Surface properties”

The scale on the U and V axis, rotation and pan (movement across the polygon)

Thanks for the reply.

I just got to work, I’ll update once I get back to my PC.

Thank you!

Hmm control doesn’t seem to do anything for me.

This is frustrating.

What happens here is that the tiling is the same on the X and Y axis on the model, you can change it in the material.

Sorry but wouldnt I need to change the properties of the model somehow?

The material works fine on other objects, just not ones build up using the grid it seems.