Lets say I have a scene that requires a lot of trees. And lets say I have texture maps that have 10 or so different leaves on it that I am going to use to populate these trees.if I bring the tree model into unreal with two materials, one for the tree trunk and one for the leaves, where the leaves are duplicated in a separate program like maya or blender, I am going to have overlapping uv’s which means that I cannot bake these when it comes time to bake the lighting. It also causes problems if you want to bake AO for the leaves. So the only solution I can think of is bringing the 10 leaves into unreal and duplicating them from there but that would require placing each leaf on the tree by hand which is a bit of a pain. And still would not allow for baking an AO map out for them. Another solution would be giving each leaf its own uv space which would come with its own problems. I am new to unreal so I don’t know how video games handle this problem and I would really love some insight into it. Thank you