It seems that the wireframe is showing through the lighting. I am very new to this. Any ideas as to what’s causing this issue?
I would say the mesh needs ‘smoothing’ turned on before export ( from your modelling package ).
Or did you make it in with the engine modelling tools? If so, try recomputing normals
Hi! Did you use static lighting(build lighting)? If yes you need to create a second UV channel for your models as lightmap. Lightmaps can’t have overlapping UV islands. You also need to set the models for using this lightmap UV channel as lightmap.
Yes, I believe this issue started when I built lighting, is there a way to not have that on? I only did it to get rid of some baked lighting from the VR template scene that I imported my stuff into.
Hi! The easiest way to create a lightmap for your mesh is to open the mesh in Unreal Engine.
After that click on the “Apply Changes” button
And find this settings:
Hi, thanks a lot for the help. Is there a way to not do this 300 times for every mesh?
Hi! Select all the mesh, right click on them Asset actions → Bulk edit via property matrix. It’s not 100% working, because I am working so I can’t test it, but this was the case in UE4.
Hello again, I had to do them all manually but I got it done. So now when I rebuild lighting even on the preview setting it freezes and goes to non-responding. Any tips?
Its freezes after clicking to build lighting or after the build is finished? Is the swarm agent started(yellow black icon in next to the clock)? Can you build other scenes with much less object? Can you build the fps templete maybe?
If there are too many object with high lightmap resolution it can take some time to send all the data to the swarm agent, and after finished the process sending back to much data is also can slow your system but maximum for a few seconds. I just guessing because I never encounter with freezes in Unreal Engine. Maybe you get more answer if you opens a new topic for the freezes.