Progressively worsening UV stretching

edit: wasn’t a bug: see answer

It seems UE4 has problems dealing with UV’s that extend far beyond the standard 1x1 UV area. I’m fully aware that for lightmaps you simply cannot do this, but for the first UV channel it can be extremely useful when trying to tile a texture along one axis by extending a models UV’s beyond the 1x1 area.

This doesn’t happen in 3ds Max. I’ve tried it on an old version of UDK and it has the exact same problem there. If anyone knows whether this is a bug or simply unsupported in UE4 please let me know!

Thanks.

Nevermind, I found the solution myself thanks to a post made by someone else on the forums.

I had to enable Use Full precision UV’s for the static mesh.