Hmm, alright! I think I understand. Well normally if I were to use a material with just a normal 3 Vector I skip unwrap on the “Channel 0” and only do an unwrap for “Channel 1 [My Lightmap]”.
I never let Unreal build my Light-maps since they doesn’t get close to what I create and I do get a very nice result when I build the lights for my scene. So as long as the Unwrap for the lightmap is correctly unwrapped everything is good?
Does the chrome create a third invisible channel for itself to contain the reflection values?
Oh and you may probably wonder to why I don’t just copy my good lightmap over to my messy first unwrap… Well there are no reasons for it actually… Sometimes I do it, sometimes I don’t, all depending on time.