bool bUVScaleRelativeWorld
When true, the generator attempts to scale UV's in a way that preserves scaling across different mesh results, aiming for 1.0 in UV space to be equal to UnitUVInWorldCoordinates in world space. This is generally speaking unrealistic because UV's are going to be variably stretched no matter what, but in practice it means adjusting the V scale relative to the profile curve length and U scale relative to a very crude measurement of movement across sweep frames.