Tiling texture scale based on actor scale

There are many ways to do this. Some of them are:

A) Use the “ObjectScale” node. The problem with this is that it isn’t compatible with the pixel shader.

B) Use the “ObjectRadius” Node. Divide/Multiply Object Radius to a scalar parameter so you can control its effect, then multiply it with a Texture Coordinate input.

C) If you want different values per object, you can use a Dynamic Material Instance in blueprints. Simply use “Get Actor Scale” and use that to control a Scalar Parameter in the material linked to the texture coordinates.

Hope this helps you.