We hve a project with 10,000s of assets. many 100s of those were created in shall we say a “sub optimal way”. They were modelled with Nanite in mind and as such have very high poly count. In addition they are mostly autov uv in maya which results in 100s if not 1000s uv islands. For the most part we have relied on unreal auto lightmap uv generation which has worked well enough (any imperfections are mostly hidden by the textures, reflections etc.) Some of the more egregious assets though have so many islands, the lightmap res has to be increased much larger just to fit in all the islands. With so many assets in play I want to write a script of some sort to give a list of assets that have > xx uv islands so I know where to focus on either creating custom LMUV or re uv the original model. I can see in the modelling view that you can colour the uv islands but can’t find any information about the number of uv islands. Clearly Unreal understands the concept of uv islands so it must be possible for it to count them in some way. An alternative might be to do it in Maya as I believe there is an indirect way of doing this with Mel scripting but that’s not ideal since not every asset has a companion Maya source file.
