The UVs are correct. That value in the first image is the scaling of the texture not the UVs
You could always bake the scaled texture to a new image from the render / bake panel
Oh thanks! I thought it was the UVs. I tried baking the scaled texture on to a new texture…
…and it works. But the disadvantage I see here is that the image file would have to be larger in order to keep good quality…but if I scale the uv size, I could use a smaller texture and tile it by setting the uv size larger than 1.
I know in some game engines (like unity) you set the uv size in the material, but I don’t have that option (nor Unity), I’d have to write my own functionality in order to do something like that.
For now is there any way I can scale the uvs instead of the image in Blender and export a .obj with the scaled uvs?
Not sure if this is what you’re after, but if you unwrap a mesh and, in the UV/Image editor, scale the verts to be larger than the square texture space, then any image you apply will fit the texture space and tile to cover the rest of the geo.