Optimizing Draw Calls, Instanced Meshes and Lightmaps UV for Meta Quest Standalone?

Hi, thanks for your detailed answer. I’ve actually been trying to generate lightmap UVs directly in Unreal Engine, but I think the large number of faces (12,000 for the chair back alone) is always producing poor results, such as overlaps, ngons and strange shadows.

I’m looking to replace the chairs with something that has a lower poly count. I’ve already made some changes in Blender (Decimate, Limited Dissolve, etc.) reducing to 2000 faces, which improved the lightmap UVs, but they’re still not perfect in some part of the chair.