Exactly, the reason I posted here is that we have lots FBXs that(through the time) are edited by various artists using different 3D apps eg. one artist does all LOD0 meshes in Blender(UVSets called UVMap,UVMap1…) then later other artist continues adding lower LODs in 3DSmax naming UVSets UVChannel_1 etc.
Eventually there are plenty of meshes in FBX, that share the same material, but having their UVSets named different way. Before I start loading our game shaders(recreated in shader editor) I have to unify all the UVSet names(renaming them via python) so I don’t get name conflicts within UV Map node.
Yeah, that would do the job, thanks for sharing, I upvoted it right away.