ID fuse UE Plugin
ID Fuse is a UE5 plugin designed to reduce the number of Material IDs on Static and Skeletal Meshes. It does this by combining the textures used by multiple Material Instances into a single texture atlas and automatically modifying the UV coordinates of each Material ID to match the atlas layout.
Once the plugin has merged the Material IDs, the mesh can be rendered using fewer material slots, reducing the number of draw calls and thereby improving rendering performance. www.fab.com

Plugin Setup
After enabling the plugin via Edit → Plugins, it will appear in the Window menu.
Getting Started with the Plugin
Presets
After a preset is selected, a set of parameter structures will appear on the right side of the window. The number of structures displayed corresponds to the number of slots defined by the selected preset.
There’s nothing to worry about if a preset contains more slots than the number of Material IDs you want to merge. The unused slots will simply appear as black areas in the texture atlas and will not participate in the mesh modification process.
Texture resolution
Names and Path
The user can specify an output path where the plugin will save the modified copy of the mesh with updated UVs and merged Material IDs. The generated texture atlases and the new Material Instance will also be saved to this location.If no output path is specified, all generated assets will be saved to the root Content folder: /Game
The user can specify a custom asset name (YourName) and a comma-separated list of postfixes for the texture array if it contains more than one element (for example: BC, N, ARM). These values will be used when generating asset names.
The following prefixes are automatically added to asset names: T for textures, MI for material instances, SM for static meshes, and SKM for skeletal meshes.
Examples: SM_YourName, T_YourName_BC, T_YourName_N, T_YourName_ARM
If no custom name is provided, the plugin will generate asset names using the default text stored in the corresponding fields.
It is important to understand that the Postfix field serves another critical purpose. The number of postfixes specified determines the number of elements in the texture arrays.

For example, entering BC, N, ARM will create three texture array elements, while entering only BC will create a single texture array element.