UE 4’s lighting needs a few tweaks, that’s right but you can make it work most of the time.
A few tips on tweaking lighting issues:
- As was said before, create a second UV channel for the lighting (and dont forget to set the index to the new channel!)
- For the light mapping UVs, try to have the UV islands not too close together and not too close to the edge
- Objects that have too many polys might need to be split up to get the lighting on them right
- Try to increase the light map resolution (this fixes lighting issues very often), e.g. try 512, 1024, 2048, 4096 if necessary (and as low as possible for performance’s sake)
- If you’re using a light module in a particle system, keep in mind that they don’t have shadows and thus will bleed through walls and such
By the way: I have similar issues with C4D’s FBX export - and not just when pushing stuff over to UE4. I assume C4D’s FBX export is messed up a bit.