I wasn’t able to see this initially but when looking at SM_Boulder05a I was able to see what was going on fairly easily.
Each LOD needs to have the lightmap generated for it. You just need to go enable Generate Lightmap UV and hit apply for each LOD. That way the LODs can have the lightmap set for them as well. Without this, the LOD wouldn’t have a lightmap other than being able to use UV 0 since that’s the only one available to them all.
This isn’t a bug though, just maybe not as intuitive a process to know why your UV wasn’t being set.
Is this still a bug? Sorry, totaly newbie here. Doing an Unreal Engine tutorial from Digital Tutors and literally the first thing you do in the tutorial is this… and yet the Light Map Coordinates box is no where to be found, yet my imported fbx asset lists it containing 3 channels.
The issue appears to be in 17.1.2 as well. I merged several static mesh actors together with the Merge Actors tool, and of course, it created overlapping lightmap UVs. So, I generated a new lightmap in index 2, which I can view easily in the static mesh editor, but when I set the lightmap index to 2, it immediately reverts to 1 again, the auto-generated one from the merge tool that overlaps. I’d say there are two bugs here–in the merge tool and in the static mesh editor.
Edit: I trhought I had a workaround: after generating the lightmap in index 2, set 2 as the source and 1 as the destination and regenerate the lightmap. But when I quit UE4 and restart, index 2 evaporates and index 1 is replaced with the old, overlapping UV.
Hey at least in my case - one of the LODs was missing the 2nd light map.
Adding that in actually made it so I could pick the default light map / solved the issue.