UMaterialInterface *MI = ModelActor->GetSingleMaterial();
UMaterialInstanceDynamic *MID = Cast<UMaterialInstanceDynamic>(MI);
UTexture *Texture;
if (MID->GetTextureParameterOverrideValue("自定义纹理节点字符串", Texture))
{
UTexture2D *Texture2D = Cast<UTexture2D>(Texture);
float Width = Texture2D->GetSizeX();
float Height = Texture2D->GetSizeY();
}