You don't need the local aligned texture nodes either - just plug the textures into the material node. Then scale the mesh UVs in your 3d app. Doesn't matter if they extend outside the 0-1 area
Ditch the world aligned texture nodes - it's an extremely expensive way to apply a material to a surface. Instead, simply alter your UVs until it looks nice - scaling and shifting them around will do fine. Basically what Alex said
Thanks. I pulled the world aligned texture nodes out. It sounds like you are saying to scale/move the UV shells in the 0-1 UV space until the texture looks nice. Then tile the texture as I need it in Substance Designer rather than Unreal. Am I understanding you correctly? If so, does having different Texel density cause…
UVs are fine. Cutting off the cylinder ends so you can totally straight your trunks/branches might be a good idea but that's not contributing to the bigger problem. Check out this guys channel. He'll help familiarize you with some of these nodes so you can understand what is happening: World-Aligned Textures - UE4…