I was asked recently online if it was possible to break up the repetition of a tiling texture with Unreal and, of course, it is!

If we just create some variations of our input tiles (here I’ve just offset and rotated them in the material) then we can just use a grid mask texture, with 3 sets of random grid layouts channel packed into R, G and B, and Lerp between our variations - and if we change the tiling scale of our masks we can create near infinite variety!

A tutorial showing a couple of different techniques to help break up repetition in your tiling textures in the Unreal Engine. if you have any questions about Game Art VFX or the Unreal Engine then email me: tharlevfx@gmail.com or check out my website: www.tharlevfx.com