@JohnnynapalmscThe first UV channel will be your uniquely layed out UVs on your trim/decal sheet texture. Then you simply add uvw boxmapping on your second UV channel for your tiling texture. This will automatically blend in UE when you set up your shader using 2 channels.
@andrad Great work. Impressive that you've been at this for 2 years and actually figured it out. :) It would be great if you posted a thread here on PC as well. I find the unrealforums to be a bit half-arsed a lot of the time. I'm sure if you posted here you would get possibly get more feedback and certainly users who will…
This is just for someone like me who might stumble upon this in the future. I was having an issue in Unreal 4 where my floating decals were too light in the shadow and too dark in the light. This issue caused me to give up on this method for the past year. So I was messing around tonight, determined to figure it out.…