Not sure about , but in Maya you can just grab all the UVs and scale them up as big as you want for the first channel (not the lightmap). However, it is typically safer and easier to edit texture tiling on the fly if you do it in the material editor.
For a typical small tiling texture, you just multiply (M +Click) a TextureCoordinate node (U + Click) by a Scalar Parameter (S + Click) and feed it into the UVs of your texture sampler. It’s super quick and you can edit it in real time if you make a material instance.