World space texturing

Hi there,
I’m looking into archviz tecniques in UE4 and I found out that moving and scaling boxes to create walls is actually a good solution. But my problem is that I need a way to quickly set a material for many different objects that are instances of the same mesh but with different transformations applied. Using world space coordinates seems the obvious choice but since I’m totally new and I didn’t find anything that closely match this scenario (WSTexturing for archviz), I thought to ask you if my solution is ok or I need in a completely different direction to get the best performance.
Cheers.

If you are talking about brushes I think it’s a bad idea. You cannot get the same level of quality due to lightmap resolution I fear. You are better off modelling in an external 3d software. Good luck.

No, it’s just an 1m box mesh imported that I transform to resemble walls and other simple surfaces. So I can set the lightmap resolution based on their final size. My point is that this way it’s really fast to create a level with coherent textures but I’m not sure if the material, the way I set it up, is efficient.

Well… It can’t get more efficient then that.

ahahah, yeah I know there are only few nodes but I don’t know if performance-wise using a world space texturing node is much more expensive than the traditional counterpart. Thank you anyway!