Hello Blackrock,
When looking at your material, I noticed the communication between your ‘ObjectScale’ and ‘MakeFloat4’ nodes are translating the X and Z axis. Although this might be right, it seems your issue could be with your material set up.
When applying different materials to a single mesh, it is very useful to divide the mesh per Material ID’s in an external 3d Modeling application (3ds Max), so when importing into the engine, your mesh can have those materials applied to specific faces with their own mapping coordinates and other useful parameters.
This allows for greater control over the materials of your mesh as you can create instances of this and call on the instances to dynamically switch your materials during runtime, if you wanted.
Cheers,