UV mapping/stretched materials problem

So, I’ve started using Blender to create meshes for my game, and I’m trying to essentially re-create the 500x20x500 UE4 Starter Content wall, under Architecture. I’m fairly new to 3d modeling, and totally new with importing/exporting models into UE4, so I’m doing this mostly as a test to myself for learning purposes, although I’ve seem to run into a problem.

My wall has the same dimensions, 500x20x500, and on the outside appears to be a mirror replica of the UE4 wall, however when I apply the same material to both meshes, the material on my model becomes drastically stretched, and the UE4 model appears normal. In fact, pretty much any mesh I apply the material to appears to scaled correctly - it’s just my mesh so far that I’ve encountered the problem with.

2 pictures of both meshes, plus their wireframes. As you can see the material is much larger on mine, and the UE4 wall has many more triangles than mine (it has 140 tris, mine only has 12).

You can also see from these images, that the UE4 wall seamlessly applied the material around the wall, while on my mesh the material appears sloppily, with the faces not lining up properly.

After watching some tutorials on UV-mapping, I imported the starter content model into Blender, and compared how they did the UV map to how I did mine:

Their UV map -
My UV map -

I figured since my wall is essentially an elongated cube, I could un-wrap it into a basic T-shape, and everything would work fine, but their UV map appears to be much different than mine.

Essentially, materials applied to my mesh are scaled incorrectly, and don’t appear to be seamlessly wrapped around the object. I’m guessing it’s either an issue with my model itself (needs more triangles or something), or how I set up the UV-map. Probably a mixture of both. I can’t really figure it out though.

If anyone could shed some light on why materials look so different on my wall in comparison to the other mesh it’d be much appreciated!! :smiley: