My artist found an issue where in the UVEditor if you have a single face that is flipped, Red in colored mode, when you run layoutUVs, parts of your mesh will totally scale wrong. Another TA showed us that if you do different selections and in some cases run the layout tool with flip reversed UVs on it eventually works. But this seems haphazard and prone to error. I found some code that allows me to search the entire mesh and determine a flipped UV; however, it takes forever on a large mesh. Is there a way for me to just query the faces, given that the UVEditor already knows which ones are flipped by coloring them?