I tried distorting a texture to polar coordinates and apply on cone shape and scaling the the uv and I got like in the pic, How to unwrap and use tileable texture on cone properly with scaling the amount of bricks as in reference image below? or should I generate different kind of texture for this?
IMO, if you can afford them, geometric tiles, (or a baked derivation from them) are probably a good idea.
But if we're answering the question:'How to UV map a cone with even-sized, undistorted tiles?', then some variation on this might go some way to answering.
You could start with a Cylindrical Projection unwrap of your all-quad, (slightly truncated) cone. For convenience, the resulting rectangle should fill the whole 0-1 UV space.
In order to get the same-width tiles at the top as at the bottom of your cone, the UV has to be scaled in U as a function of V. But that would distort them. So, instead, you could arrange a step-wise scale, concealing the steps in the mortar:
The steps in the Map Range will be the overall Brick scale, -1.
You can tweak the initial Multiply of X and the Brick offset, to make the overlaps as pleasing as possible, and minimize the visibility of the UV seam.