I have a material that uses the WorldAlignedTexture material function for the diffuse and normal maps so no matter how I rotate my meshes (which are part of a tileset) the floor material always tiles correctly.
This works great apart from the fact that when I rotate the meshes 180 degrees the normal map appears to invert (see screenshot).
Now I know the normal map is still world aligned because it is tiling correctly it's just the lighting is wrong. Before I used this I had seams everywhere but the lighting was correct no matter how I rotated the meshes.
EDIT: Disregard the forums had a big burp and we ended up with two of these threads.