Just a quick question: Does Unreal 4 generate a shadow map for every Material ID a static mesh has? For instance, a mesh with 12 Material ID’s would have 12 channels for textures and 12 channels for lightmaps, totaling 24 channels?
I’m working with a model that has 12 Material IDs right now. I have unwrapped some of the channels but haven’t got to others yet. I specifically unwrapped channel 12 and gave it a second UV channel to hold the lightmap. I double checked to make sure nothing else was on it but I’m getting what looks like a lightmapping issue. It’s the issue where the texture is dark and doesn’t light properly yet I know that my elements on channel 12 have a UV channel 2 that doesn’t overlap. That’s what made me wonder if there is more on my Material 12 lightmap than I thought.