so I figured out the answer to this problem 4 days ago.
pseudo code
//this allows for the correct scaling of each mesh uv for any level.
var scaling = currentMeshDimensions/rootMeshDimensions
var u_ = u * scaling
var v_ = v * scaling
// function to normalize input 0-1
function norm(val, max, min) { return (val - min) / (max - min); }
var wp = currentMesh.getWorldPosition()
var xn = norm(wp.x,rootMeshDimensions/2,-rootMeshDimensions/2)
var yn = norm(wp.y,rootMeshDimensions/2,-rootMeshDimensions/2)
var n = scaling/2
u = u_ + (xn-n)
v = v_ + (yn-n)
```