Using portions of a Texture Atlas and World Aligned Scaling

So during the past week or so I’ve been working on making a cityscape just as a visual project in UE4 and I looked into using an atlas texture along with any material nodes that would work out like the World Alignment Texture node. I’m curious if it’s possible to do that though: to be able to have like 4 different objects using 4 different kinds of textures from a single image that you can scale and not stretch in realtime? Like if I scale the object, I would hope to see more windows/bricks being added and the texture on the object isn’t going to get squished or stretched. I would think if I went in on each object assigned the same material and image assigning each object onto the different textures in UV mapping that there’s a node that could go ahead and scale just that portion that the object is mapped to.

I know I can make more than one material with their own texture, but, like I said I’m curious about this cause in the future I’d like to use this technique I’m describing to save up on performance issues. If I were create a bunch of materials and textures to be put in I think would use up more memory and load time which is something I would hope not to do.

It is quite possible to make that node yourself, though if the textures in your atlas are not square, it will be a bit problematic. But generally, you should avoid it. You will face a number of issues related to mip map generation, that will lead to number of seams showing up on your mesh.

Okay, then would you or someone here provide me an example on how to do that then please? The Atlas textures I have are squared, I made each one 1024x1024 evenly. On the note about the mip map generation I saw this and they made it almost avoidable > [link text][1]

However they’re using more than 1 image to do what they’re doing and I just want to use only 1 image with the textures that’s already on it with set texture coordinates and just scale what I have set on the coordinates. I can’t tell how they scaled it though. Anyways here’s my setup so far using gradients for now just for testing and you can see the error on the 3D preview.