Auto-generated lightmap UVs - leaving out UV shells

Auto generation of lightmap UVs appears to be leaving out UV shells on my meshes. I’m using the typical process. Source lightmap index of 0 (the UV set used for my base texture), destination lightmap index of 1. When I compare UV index 0 to 1, there are obvious differences.

Any thought as to why Unreal would be leaving out these UVs? The result is black lightning on these faces.

Thanks in advance.

I resolved this on my own. The “tiny” size of these UV shells was the problem. Unreal was ignoring them when generating lightmap UVs.

Solution, in maya I duplicated my base UV set. I scaled this new set to fill the 0-1 UV space. Then in Unreal I changed the build settings to use this new UV set for creating lightmaps.

It’s better to set up your lightmap UV’s in your 3D program rather than using the UE4 automatic generation, you will get better results doing it that way.

My problem is these pipes are designed as a bunch of modular props. I have a set of 20+ meshes. These can be set and arranged in any way you like in your scene. Then bake the lighting. If I set the UV’s ahead of time in a 3D program, UVs will overlap if these meshes are duplicated and arranged in the scene.

Lightmapping engine takes care of duplicated meshes on its own. You don’t need to worry about it. Doing your lightmap UVs in your modelling package manually will always be superior to automatic solutions.

Ah - OK, thanks!

Each copy you place will have a unique lightmap. If you combine them into a single object then that would be an issue.