It might be better to move FindEmptyUVChannel call earlier
@@ -454,7 +454,7 @@ void ComputeUVMappingProcess::Execute( aiScene* pScene)
for (unsigned int m = 0; m < pScene->mNumMeshes;++m)
{
aiMesh* mesh = pScene->mMeshes[m];
- unsigned int outIdx;
+ unsigned int outIdx = 0;
if ( mesh->mMaterialIndex != i || ( outIdx = FindEmptyUVChannel(mesh) ) == UINT_MAX ||
!mesh->mNumVertices)