Answering my own question in case anyone else has this issue:
- Double-click mesh in Content Browser.
- Click UV in toolbar, between Binormals and Additional Data. This shows current UVs. They’ll probably look crazy.
- Go to Window → Generate Unique UVs.
- A tab will open for Unique UVs, probably below Details panel.
- On this tab, hit Create New. Save Results to UV Channel 1. Limit Maximum Stretching 0.0. Limit spacing stay at default 1.0.
- Hit Apply.
- In toolbar, there’s a dropdown for UV Channel that’s set to 0. Select UV Channel 1 now. Your UVs should look more organized.
- In Details Panel, scroll down to Static Mesh Settings sub-section and find Light Map Coordinate Index. Set this to 1 because we made UV for Channel 1.
- Hit Save in Top Left of window.
- This seems to be as good as Unreal will generate it.
Note: It could still look bad, at this point you’ll have to fix it in 3DS, I guess. I don’t see a way to edit UVs in Unreal other than generating them.