I’m having an issue and I have no idea what’s going on. The thing is that, for some reason, in some walls there are shadows as if there are assets placed over them, but there are not. It only happen when the lights are baked and not with dynamic shadows.
I’ve tried building lights from preview to production quality, different static lighting level scale and volumetric lightmap detail cell size, setting the lightmap resolution to 512 and 1024… but nothing helped.
There aren’t objects over the wall, no sub-levels nor BP… where do they come from??? has anyone dealed with something like this?
This mesh was created in Maya, with two UV set (one for the material and the other one for the lightmap) and the lightmap UV’s are using as much space as possible.
We are not using raytracing.
Yes, there is a PPV set to unbound but the AO effect is disabled, AO is being precalculated (also tried to not to use any AO but the result is almost the same, maybe a little bit less dark)
Is the Lighting Channel for the mesh (should be 1 or 2, not 0 which is normally reserved for texture maps) the same as the point light’s enabled lighting channel?
IOW, is point light Lighting Channels 0 and 1 enabled? and is the mesh’s lightmap index also 1, with enabled channels 0 and 1?
It’s one of the weirdest artifacts I’ve seen in Unreal Engine. It looks as though lighting samples were rectangular and got baked into the result with splotchiness?
Looks like light map errors to me. If you load the object in persona you will see UVmaps in the tool bar and check to see how many UV maps are available. If more than 2 then my guess is the import was set to generate a light map so your light map index would be off. Also be aware that changes to the light map in a given app is not always reloaded and at times you need to import a new version of the object.
But Persona is for skeletal meshes, isn’t it? That wall is static.
Btw, it has only 2 UV sets, the “generate lightmap UV” feature is disabled for this model.
Try importing a new version of the object. Looking at the pic there is a visible streaking issue with the uv.
Check your source.
Since I don’t use Maya, as I use Max, a object can become distorted at the source level. For example UE4 will import objects based on the information contained with in it’s local transforms. A typical problem is when using the scale tool it only scales the object as to relative world space which is not translated to the local scale. Scale up an object the size of a dice to the size of a building results it unusual artifacts. Fixing this as an issue in Max only requires reset the x-form which should be preformed each time an object is exported as best practice.
You could also try making a new wall from scratch and let UE4 generate the lightmap channel. UE4 does a very good job as compared to the mess it use to do to the point that I don’t bother making one in Max if it looks good to go in UE4