How do I fix overlapping UVs after converting a geometry brush to a static mesh?

Answering my own question in case anyone else has this issue:

  1. Double-click mesh in Content Browser.
  2. Click UV in toolbar, between Binormals and Additional Data. This shows current UVs. They’ll probably look crazy.
  3. Go to Window → Generate Unique UVs.
  4. A tab will open for Unique UVs, probably below Details panel.
  5. On this tab, hit Create New. Save Results to UV Channel 1. Limit Maximum Stretching 0.0. Limit spacing stay at default 1.0.
  6. Hit Apply.
  7. 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.
  8. 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.
  9. Hit Save in Top Left of window.
  10. 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.