Checking if Two UV sets were exported correctly

I know about the “trick” you should do to export from max two uv sets to fbx.

Our artist do it correctly I have “tested” to work.
However will be nice if there were some information that don’t require to use a shader binding to know if the two set were exported correctly.

Is any place where I can find that in fact (before testint it) in editor the UVs sets that are imported?

It happens that I have some time some bug and I wonder ¿did I bind correctly? or the model came wrong?

Thanks.

If you use 3DS Max, they’ll export correctly, it seems to be pretty trustworthy in that department. If you use Lightwave, they wont. That’s about all I know and now have an over the top convoluted pipeline thanks to Lightwave dropping the ball on that one. /grumble

I’m not sure what’s your final goal, but you could implement AssetPostprocessor and on PostProcessModel check if your second UV coordinates are in place, otherwise print an error/warning.