Material doesn't scale right on static mesh

I made a simple static mesh in Blender (it’s just a scaled cube) and I imported it into UE4. I then applied one of the standard materials to the mesh (and I already has the text coordinate node applied), but it won’t scale well/it’s mapped wrong. The UV of the mesh are unwrapped, and scaling the mesh stretches the materal.

29698-ye4.png

![alt text][2]

Make your Uv-islands bigger in blender, that will make the material smaller.

Do I need to go outside the UV square? Because even if I use the whole space, the material is still pretty big. And what about alignement with other meshes? Like in a wall.

you can go as far out of the uv square as you need to, only the lightmap channel needs to be inside that space.

as for alignment, you need to be sure that the left side of the uv starts at same location the right side ends.