Generating vs Creating Lightmap UVs

Is the “Generate Lightmap UVs” option (when importing a static mesh) just for quick prototype work or does it actually produce decent useable lightmap UVs for production work?

I’m just wondering if people rely on this “feature” or does everyone manually create a second lightmap UV channel for every model? What’s the consensus?

The light map works, but it’s not necessarily particularly efficient (it doesn’t generate as nice, large, connected areas as a manually-crafted map can.)

When you create a custom one you can use a much lower resolution for the lightmaps -> will save some performance + the auto generate sometimes makes some errors (then you will still get some overlapping uv errors) :slight_smile: