I was wondering if this is normal UE4 behavior.
- I have prepared a bed, bedcover and pillow with their own UV sets. (3 seperate objects)
- I select all the objects and save them as an FBX
- While importing in UE I check “Combine meshes”
I now have 47% UV overlaps after building. When I leave “Combine meshes” unchecked I have 0% overlaps.
Does the FBX importer flattens all my second UV channels or is there a way to keep them “intact” after import?
Many thanks!
Unless you planned the second UV so that these faces do not overlap when all three meshes are combined the second UV for lightmaps will have overlapping UVs.
You can go to the Static mesh Editor > Build Settings > Generate Lightmap UV.
- Set the UV source channel as 1 if you already have a second lightmap UV setup, leave it at 0 if you do not.
- Set the resolution you want to target for your lightmap UV (64, 128, 256, etc). just make sure it’s a power of two. This does NOT set your lightmap resolution. This is just a target resolution.
- Hit apply.
- Enable the UV button in the toolbar so you can view the UV.
- Change the UV channel to 1 in the drop down in the toolbar
- In the details panel on the right, set the Lightmap Coordinate Index to 1 if it’s not already
- Change the lightmap resolution in the Static Mesh Settings tab to the target resolution you entered in the second step.