Something to note is that Epic doesn't work this way. They don't use texel density when creating an object. What they do is create all of their textures at a single size (currently it seems to be 4096x4096) and then go through and set the LODgroups and LODbias to resize the textures for different platforms and appropriate…
Hey sprunghunt thanks for the interesting insight. :) I think that these days is pretty common to create and author textures at least at 2048 (if not 4096) and then clamp them down in the editor to a more suitable resolution. So the "Epic workflow" you describe makes perfect sense and allow more flexibility in the long…
Glad to be helpful. ;) Well according to me you are looking the whole thing from the "old" point of view: you should free your point of view from the old constraint between texture size and grid size. These days is not that important anymore, as long as you work in a consistent way, so to have the same texel density…