576 will still work because even though it's not a power of two itself, it can be cleanly divided into powers of two (512 + 64), so it still lines up with the grid in Unreal.
I'm interested now gamedev. So Im guessing you set up the grid to a power of two in max kind of like fly_soup was suggesting lines every 4 and major lines every 8. So then you block out how your modular sections are going to work out only using blocks that are in powers of two. Could you have a section thats 512 Height…
If you're modeling to the grid and using power of 2 dimensions (8,16,32,64,128 etc) then you'll be able to take advantage of the grid snapping in Unreal and provided your mesh was made on the grid, it will snap perfectly together without any seams. Good luck -Tyler
Thanks for the replies. I think Im just fighting myself with the UV layout I have. I tried to make it so most of the map tiles horizontally that way I can get more pixel density onto the parts that i didn't give their own unique UV space but this makes it kind of awkward for doing an AO pass and when adding grunge it…