Hey guys! This is my first post on these forums. I’m working on my first Unreal project but I’m having an issue with a static mesh I created. I made a blueprint for a lift that has three meshes: one small square platform and two larger platforms with a square hole cut in the middle. Basically the small platform rises up and acts as a lift, while the two larger ones act as floors. The lift goes through the hole in the floor and stops, letting the player get on or off.
The thing is, I’m not used to making uniquely shaped static meshes. For the lift, I simply took a cube mesh and flattened it so all the UVs were already properly added. The floors though I created in UE4 using two paintbrushes and when I converted them into a single static mesh, it started to act strangely. Besides the fact that the collision was gone (which I already fixed) I noticed that no light was hitting it and the mesh was completely black.
Here is a picture of the UVs for this static mesh:
I’m pretty sure it’s an issue with the UVs, seeing as I didn’t really set anything up. I don’t understand modelling yet, and when I see these UV templates I have no idea what I’m looking at. I thought that I wouldn’t have issues with my meshes as long as I kept them as simple shapes, but I read somewhere that meshes with holes in them require extra work.
Channel 1 is the result of clicking “Generate Unique UVs” in the Window tab. I’m guessing that Channel 0 isn’t supposed to be red? But I’m not really sure what the correct thing is. Am I supposed to draw my own UV map or could I somehow fix it automatically through the program? Am I supposed to use another software to do this? It just seems like too simple of a shape to be bothered with another software, but again I don’t quite know what I’m dealing with.