Seamless Texture on my Static Meshes aren't actually seamless?

I made a seamless texture to use for roads in my project. When I view it in Paint.net (my image editor of choice), the image is completely seamless, no problems anywhere. But when I apply it to my static mesh in the engine, the texture is no longer seamless (the scale of it is simply left alone at U1 V1). In fact, while the road was still just a piece of Geometry, and not yet converted to a static mesh, the texture was still seamless, no problems anywhere. But when I converted the Mesh to a Static Mesh, the texture no longer lines up the same, as though it was stretched just a matter of a few pixels, which is enough to ruin what I’m after.

Here’s what I mean.

The texture itself is 1024x1024, and the material for it contains only the base texture along with a Normal Map, both of which are connected to their responsible locations.

You can see in the image that the textures do almost line up, as they should. While this is minor, and hard to notice, it’s bugging the hell out of me, and I can’t figure out how to fix it.

Does anyone know what may help with this?