UV maps messed up upon import?

In blender I have a mesh that I have uv unwrapped well. Each part on their respective material so that it looks good. But when I import the mesh in UE, everything is messed up. The UVs are scaled wrong.

When I inspect the uvs inside unreal, they are correctly spread out, but they are scaled wrong.

Maybe it is because I am using tiling textures? (the uv unwrapped meshes extend far past the limits of the texture itself). Or maybe I’m using different material sizes (some 2k, others 512, etc)?

I don’t know what I’m doing wrong. But it is tiresome to have to correct the uvs all the time using UEs modeling tools since they suck.

Any idea what could be the reason?

I was messing with the AutoUV from the Modeling Tab and I found that UE kind of repacks every UV island to fit in the 0-1 UV map, instead of allowing it to tile. If I turn it off they are better scaled.

Is there a way to fix the scaling issue of UV islands upon importing the mesh? Maybe UE automatically repacks them?