Lightmap UV generation needs to improve

As you may know I’m a plugin developer, so the key word here is programmatic. :slight_smile: It’s close to what I need, it’d just be nice to scale everything up or set a minimum island size. A lot of the polygons that are split out in that mesh are adjacent to something - seaming them would alone reduce a huge amount of the wasted space.

I guess I’ll go digging and see if I can’t override the process manually without changing the engine.