UV scaling too large

The mesh below (uv-scale.png) is exported from Maya with the UV unwrapped in the 0,1 space. The problem is the material isn’t repeating as much as I would like, I tried exporting from Maya with a UV scaled up to 0,2 but I started to get UV wrapping warnings from Unreal and everything looked terrible.

This reference mesh that I didn’t create has the texture scaling I’m aiming for but it looks like their UV is scaled way up.

How do you export a UV map that has larger amounts of tiling? Do I need to adjust that in the material or is there some sort of magic that needs to happen when I’m exporting out of Maya (or blender or any 3D app)

Still wrapping my head around (ha!) how UV works so please pardon me if this has been answered and I just didn’t know what term to enter into the search engine…

“but I started to get UV wrapping warnings from Unreal and everything looked terrible.” For which channel? What do you mean by “looking terrible”? Usually, this only affects the lightmap channel… Depending on your unwrap, you can adjust the tiling using a uv coordinates node in the material which feeds into the uv input from the texture sample.

Thanks LeFxGuy, it looks like you were right and I had to change the UV coordinate mode to repeat a bit more frequently. I thought it had something to do with the UV scaling but I guess I was incorrect.