You could also use vertex blended materials (though in Uncharted 4, they are able to use multiple vertex colour channels, UE4 supports 1 RGBA AFAIK). They do all sorts of different stuff with UV channels to mix up the blending too. I'm on my phone and can't search for the UC4 thread where they answered questions. As far as…
This isn't something strictly related to UE4. What you're thinking of is probably what DDO and Painter do. You make a large selection of individual tiling materials, like bare metal, paint, rust, dirt, etc., then composite them together in one of the aforementioned programs on your asset. The said program would then export…
So I'm just curious how I can create something like Uncharted 4 did, in which they would create only a few material bases in substance designer, and tile things onto it in the node editor, heavily/intensivly reducing drawcalls when exporting into UE4, but making there look like there was hundreds/thousands of different…