Man it's been a long while since I've last been on here. I didn't realize how fast time flew by.
Kat, it's interesting that you're doing some "brush-based" modeling in Blender. I've been working in Blender cursing the inability to just select mesh faces and arbitrarily texture them with independent rotation/scaling/translation like one would in Radiant.
I'm really struggling with the UV mapping process for meshes (for use in UE4). Unwrapping UV layouts is easy enough but I want to re-use a tiling texture that is scaled differently across different faces (to use sections of a tiling texture like just the trim) or to rotate to fit on faces not grid/axis-aligned.
I've also been working on keeping a consistent texel density which I posted about over on Quake3World.
I'm working on a modular set of assets for a medieval village and a cottage.
Here's a window + ledge asset (window_ledge_a) with manual unwrapping + a tiled default UE4 stone/wood/glass material. There's no absolute control over a single face.

In Blender with cube projection uv unwrapping:

The texture is a lot more 'stretched' with the manual unwrapping which is a little hard to see compared to the color grid.
Good to see you guys are still active
