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How mapping texture to procedural object from static scaleable meshes?

In my project I generate procedural interior object from small meshes and scale it. I want use smallest library of meshes to produce a lot of variation with size and numbers of doors, drawers, frames... Every component must be scaleable. Similar to Sketchup dynamic component example of door https://www.youtube.com/watch?v=OBdM216Z4U4

different scele of texture I try worldalign but, when move or rotate object from meshes, coordination staying in world origin and same direction.

different scele of texture I try localposition > transform > worldalign position. Moving is OK. But texture from one part to another part mesh is not tiled.

rotate world align angle I try for rotate World-Aligned-Texture-With-offset-amp-Rotation with this math function

Product Version: UE 4.13
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asked Jun 01 '17 at 02:02 AM in Rendering

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