UV Unwrapping Array of Object, having the UV Islands Maintain the same Order as the array Objects

Honestly, i tried like 3 other ways to explain it in title but i got nothing.

Regardless, im currently modeling a Building Structure, as part of that im having what amounts to a array of Louvers, 25 or so in total, i have applied the array and now wanted to UV unwrap them, and while the Unwrap is working Fine i am running into another issue, The UVs of each Louver are out of Order in comparison to their order on the mesh.

Random Set Of Louvers Selected

Selected Louvers on UV are not in the same Order.

So is there any sort of Trick or functionality that positions UV islands based on their locations as one object, or is it just a case that i have to reshuffle them manually?

This tutorial may be useful for dealing with islands although I don’t get some stuff myself yet:

I would unwrap before applying the array, and use the UV offset field on the array modifier to generate UVs for the array-generated bits.

Hey Bandages, been a while, yeah I have thought of that as one option. The issue is that some of the other louvers i have are alot more distorted and bent (Its a stylised cartoony vibe to the building), thus why i applied the array, and im not sure the solution would work with how i am bending those louvers.

Currently my solution has just been to project from a othographic view, since the building is not being seen super up close anyway.

Yeah, project from view is a good way to get the orders/orientations you want. If you want to keep those orders/orientations with something more like an unwrap (less distortion), you can project from view, UV pin a few verts, and then unwrap. Not guaranteed to be overlap free that way, although you can follow it with a UV scale about individual origins to correct that. (I’d say, ctrl-p pack, but I’m not sure that will preserve the orders that you’re after.)

yeah the pinning option could also work if i really needed to commit to having a ordered unwrap, but for now the project from view is working fine, was more so at this point throwing the question up out of curiosity. Thank you for your help anyway.