How to add mesh to A320NEO winglet and linking to wing flex movement?

Hi! The default Asobo A320NEO has an issue with the winglet decal texture/uv,
both sides share the same texture-space/UV, even though the texture is clearly
baked/dilated for both winglets having individual UV locations. This causes
whatever logo/text on the decal texture to be mirrored on the left side
(“copied” from the right). Mesh: LIVERY_OFFICIAL_WINGL and
A320NEO_AIRFRAME_LIVERY_ALBD.PNG It would only require Asobo to move the left
winglet UV coordinates slightly to the right to fix this(and flip
X-direction). This has been reported before, but no fix yet. I’ve been trying
some stuff with the msfs2blender2msfs exporter/merger from FBW.

  1. Create my own winglet decal mesh with separate UV space for both sides in a separate texture or creating mesh decals. The problem with this method is that I can’t figure out how to attach the new mesh to the wingflex-movement, the decal hangs in a fixed position while the wing is moving.
  2. Create a transparent dublicate mesh of the default winglet-decal, with correct UV positions, and then try to make the default winglet mesh get its UV coordinates from my corrected duplicates. But doing this I end up with non-matching vertex-numbers for some reason, not working…

Would any of you have any suggestions how to get around this problem…?
And/Or is there a non-desctruve way to to edit the original gltf/mesh and have
left winglet UV coordinates moved X pixels to the right, into the right spot?
Can Submodel Merging be used?

Best Regards Jonas

How about this…

Do any of you know of any way to edit the .gltf to attach a feely floating
mesh (Left winglet duplicate with different UV) to the same wingflex
animation/bone/node as the left winglet?