UV's from blender to unreal are huge.

Hello all, I have created a table at blender did the uv unwrap etc. Exported it in fbx format, imported it in UE5 using import. When I drop the mesh at the level and add a material from QuixelBridge the material gets stretched way too much.

A workaround I have found is I open the mat and change the tile settings from 1 (or whatever it is) to 100 and the mat displays fine on my mesh. When creating a cube with unreal engine the mats show just fine without editing the tiles.

When I export from blender I dont touch anything so I think that there lies the problem. What settings should I use when exporting/importing?