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Audit UVs

Sweep for lightmap faults that stay invisible until lighting is built. The flagship is a lightmap coordinate index pointing past the end of a mesh's UV channels, which bakes to black or garbage: the field accepts any integer and nothing revisits it when a mesh is re-exported with fewer UV sets. Also lightmaps sharing UV channel 0 with the texture UVs, which bleeds light between unrelated faces, and resolutions that are far off a sensible density for the size of the mesh in either direction.

hf_audit_uvsRead only

Arguments

NameTypeDescription
limitinteger
= 40
Maximum findings to return.
max_pixels_per_metrenumber
= 40
Above this, the memory is not buying visible detail.
min_pixels_per_metrenumber
= 0.5
Below this, baked shadows are blocks. A wide band on purpose: there is no correct value, only a project decision.
pathstring
= /Game
Content path to sweep.

Nearby in Mesh UVs and lightmaps: