When using tileable textures in Unreal Engine, you may need to change the scale of the texture to achieve the intended effect. An example would include a brick texture that appears too big or too small on an object. We can setup texture tiling like this:

Multiply a Texture Coordinate node with a Scalar Float Parameter, then plug it into the UVs input of each texture in the set. A parameter of 1 will apply the texture without scaling. Larger values will increase the tiling (pattern will be smaller), while smaller values will do the opposite (pattern will appear bigger).