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When using the Join Node and a vertex group of geometry I duplicate and join, UV maps are reordered. How can I ensure the UV layers maintain the original order when using Join Geometry Node?

When modifiers are applied, you can see it is reordering the UV channels (below) Left: Before Geometry Nodes are applied. Rights: After enter image description here

Blend File: https://blend-exchange.com/b/lrvnk4ZZ

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    $\begingroup$ @RobinBetts it matters which is the first because often you don't specify UV by name in shader $\endgroup$ Commented Jun 13 at 17:14
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    $\begingroup$ I actually knew it's not the first though honestly I don't know if it's the one with camera icon or the one with blue background :D But yeah those change too on the screenshot (that is, the first position remains chosen). $\endgroup$ Commented Jun 13 at 23:41
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    $\begingroup$ @RobinBetts To answer your first question, in my case I am exporting to a game engine, which depends on UVmap order and not name. UV layer index 0 should always be used for the texture maps, while the next UV index is often used for UV1. Because not all objects use geometry nodes, the export comes out with both objects with incorrect order and objects with correct order. So I don't believe using named attributes works in this case. $\endgroup$
    – zakattic
    Commented Jun 14 at 2:18
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    $\begingroup$ I'm now finding the uv layers are not reordered if the geometry nodes space is not open when the modifier is applied, but I would still like to better understand how this can be avoided. $\endgroup$
    – zakattic
    Commented Jun 14 at 2:30
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    $\begingroup$ Thanks @Zak.. that does look like undesirable inconsistent behaviour, for sure.. if not exactly a 'bug', it's worthy of a report, IMO. Let's hope for a getaround, for the time being. $\endgroup$
    – Robin Betts
    Commented Jun 14 at 6:06

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