Starter Content Material Blurring on Static Mesh

Hi all,

I am having a strange problem where when I apply a starter content material to the Rock mesh in the starter content, the material appears blurred or distorted, like this:

But if I apply it to some of the basic architecture, like the wall, all is fine:

I suspect this is something to do with the fact that the wall is even in length and width, and the rock is not. Perhaps the material on the rock is being stretched? Is there some way I can just make the material tile at a certain size, and not attempt to fit the entire shape (presuming that is what is happening here)?

Thanks!

So, it looks like I had been using bad search terms before because I managed to find an answer to this. My problem was that the TextureCoordinates node in the material sets the tilling based on the size of the object. So if the texture coordinates are set to 1, it means that the texture will tile once on the mesh, or something like that. Sorry to be such a noob, I had assumed the TextureCoordinates meant something different. For anyone else looking for a solution, take a look at this:

https://forums.unrealengine.com/development-discussion/rendering/10485-having-some-world-constant-uv-scaling?18819-Having-some-world-constant-UV-scaling=