4.5.1 Select/Assign UV channel

You are welcome Dfish32,

So from looking at your settings, the UV channel 1 is being applied to your Static Mesh correctly. Try increasing the Light Map Resolution to something like 256x256, to see if that helps improve the lighting on your model within the scene?

There are a few different modeling applications we support when creating external assets/models. Autodesk has 3ds Max and Maya, both of which offer a free trial and free student versions if you are enrolled in school. Keep in mind if you create content in either versions, you cannot sell or use those assets within a game you wish to market.

Another modeling program, which is free to use, is Blender. There are a lot of users in the UE4 community who are constantly learning and using this application, so finding advice or tips on how to use the program is available to you. Try checkout out the Forums for these types of tips and suggestions.

Back to your issue, would you mind also providing me with a screenshot of this model in your level after you have rebuilt the scene?

Also, what version of the Engine are you running?

Thank you,

I am running 4.7.0

Here is another screenshot after rebuilding lighting:

I’m still getting an error and the fbx just doesn’t look right…

I appreciate you taking the time to trouble shoot this with me. It has me stopped in my tracks because this issue is affecting every UV map on almost every object I have in my level.

Could there be something wrong with the way I am importing these fbx files? I read in another thread that if you create your fbx as a skeletal mesh that you have no problem baking the UV maps when building light. Is there any validity to that?

Thanks Again Andrew

Darren Fish

Does this help give you more info on the problem ?

A lot of my objects are blue when I turn on Lightmap density.
Do you think I should try to crank up my lightmap resolution above and beyond 256 like you suggested ?

Try bumping up your resolution to 1024x1024 because this is one entire mesh and needs all the detail it can get. If this does not work I have a few more approaches to resolve the issue.

My next suggestion would be to divide up your mesh into a couple different pieces in an external modeling program and put them in their own UV space. Then export/import as a combined mesh.

Here is some additional documentation on Lightmass and settings to tweak calculations when building your lighting. These settings can be found within the ‘World Settings’ tab (Window->World Settings).

Lightmass Documentation

World Settings

32744-worldsettings.png

If you are still having trouble after attempting these suggestions, we can try sending me your .FBX file so I can test it on my end.

Cheers,