when you export an Fbx from maya, all your Uv sets are exported. Do a test, create a cube, create 2 uv sets, then export an fbx, then create a new scene, and import that fbx and see if your Uv sets are there. you can check for them inside unreal too.
-If there's a thread similar to this question, provide a link so I can check it out, thanks!- I've always been stuck on this part of the exporting process in Maya. UVs, UVs can't overlap in UE if you want the lighting to work properly; I have created two uv sets (which I will provideb below) top image is the one for…