Is there a reason why UE doesn’t optimize lightmaps more? For example, I have a simple and very long piece of geometry and splitting it multiple parts to fill the uv space greatly increases poly count. Also, results in lightning artifacts on seams.
For example, if only the left half of the uv space is occupied, couldn’t lightmass treat it like 2 squares of 1/2 resolution? Or it wouldn’t work because mipmapping or something like that?