Although the original cottage model had been UV unwrapped, there was still some work needed to clean up the UV tiles for the low poly asset. UV Mapping Unreal Engine relies on good quality UVW mapping and not solely for texturing purposes. Lightmap coordinates rely on these maps to calculate light accurately and certain effects rely on unwrapped UV maps to work correctly. As well as reducing the poly count, I had to redo a lot of the UV unwrapping and fit the UVs across 5 tiles being sure to maintain Texel density. Texel density is the consistent uniform scaling of UV shells across an asset in relation to its 3D world scale which maximizes texture resolution per pixel. Something to keep in mind is that high poly meshes do not require UV information if they are being used for baking purposes. System performance can increase greatly when your scene is not full of high poly meshes with UV data. Therefore, it is a good idea to delete this information bef...