Rhino UV texture map orientation changes

Hi, I’m trying to export the textured polysrfs and import them into Unreal Engine.
My model is textured surface by surface since texturing it as one closed object didn’t get me the texture I want. Whenever I join or trim out parts of the surfaces, the uv map orientation changes, and whenever I convert the polysrfs into mesh, the orientation changes. Is there any way to bake the texture onto the surfaces and fix it on srfs so that the orientation won’t change?
Also, whenever I export the textured obj and import it into the Unreal Engine, the UV coordination gets all messed up…
I’ve been trying to figure this out for days and couldn’t solve it.
Is there any way that I can do this without texute mapping all the surfaces again in Unreal Engine?



texture it, leave it unjoined, then mesh it and take it to unreal via fbx, or obj.