what you need to fix it anyway is weldUV tool.
-Do a rectangle selection catching it all
-with that selected, go to "2D tools" menu. "Weld UVs" write in the dialog box now a threshold for it. you would need to zoom a lot on the verts u think its unwelded and see if it changes from a think or double line, to a single one. As if u just mover the vertex, it'll move unwelded, freely, as is the way Lith and UU work, at vertex level all is unwelded when u handle it with move tool. But if u don't do so, and apply "weld uvs", the uvs will remain welded as u want.
-if what u're asking is the actual mesh, in 3d, is unwelded at those verts, in UU it is so: position them exactly as u want em match (as u already did before pack) hit in "3d tools" menu, "weld vertices" with enough threhold to weld the coincident verts, but no as huge as to connect unwated ones.
The difference is if u're talking bout mesh broken in 3d, verts unwelded phisically, or just uvs unwelded.
Weld uvs is acting on the UV mapping coords info of the mesh, not in the 3d vertices on teh "real 3d thing" .Though is quite unaccurate to speak so..
-Do a rectangle selection catching it all
-with that selected, go to "2D tools" menu. "Weld UVs" write in the dialog box now a threshold for it. you would need to zoom a lot on the verts u think its unwelded and see if it changes from a think or double line, to a single one. As if u just mover the vertex, it'll move unwelded, freely, as is the way Lith and UU work, at vertex level all is unwelded when u handle it with move tool. But if u don't do so, and apply "weld uvs", the uvs will remain welded as u want.
-if what u're asking is the actual mesh, in 3d, is unwelded at those verts, in UU it is so: position them exactly as u want em match (as u already did before pack) hit in "3d tools" menu, "weld vertices" with enough threhold to weld the coincident verts, but no as huge as to connect unwated ones.
The difference is if u're talking bout mesh broken in 3d, verts unwelded phisically, or just uvs unwelded.
Weld uvs is acting on the UV mapping coords info of the mesh, not in the 3d vertices on teh "real 3d thing" .Though is quite unaccurate to speak so..