2nd UV Channel in Rhino?


I recently started creating real-time content in Unreal Engine, and my current workflow involves exporting Rhino into 3DS Max, using “Steamroller” to unwrap to 2nd UV channel, then export and import into Unreal for light build. I am looking to simplify my workflow, and so I am wondering whether it is possible to create a 2nd UV channel in Rhino, similar to what Steamroller does in 3DS Max? Any advice / comment on speeding up Rhino to Unreal workflow appreciated. Thanks!