How we plan to make lightmaps in UE4

which can be dealt with by just aligning them via the pixelsnap option. Just make sure your texture is visible in the UVeditor.

That only happens if you flatten the whole model in one go. If you only select a part ofthe mesh, only that part is flattened, which gives better results.
Do that with all “logical” parts of the mesh and then just “tetris” them together…

Auto lightmap unwrapping is already in the latest preview (from github)…

My overall opinion is…

It’s !!!

Just import a mesh and it automatically unwraps lightmap UVs for you, completely transparent to the user (there is an option to not auto unwrap if you so wish).

This is a huge time saver for me. I’ve been dreaming of this since the UE3, thank you so much Brian and team!

I am impressed with the speed, I imported a fbx that had some 300 meshes and it took barely 5 seconds to import everything! Much faster than 3ds max’s flatten.

I have a bug to report though, it fails to unwrap (creates overlaps) a few meshes (very rare). Here is one for you to check.

You mean the 4.43 preview?

No, the latest preview from github. You’ll have to build from source. See the github section here in the forums for details.

That’s what I meant: https://github.com/EpicGames/UnrealEngine/releases

Or do you mean the master branch?

No, it’s the latest-preview:

https://github.com/EpicGames/UnrealEngine/releases/tag/latest-preview

changelist 2289630

Ah, cool thanks.

So I tried it. It’s certainly a good start. So far it doesn’t seem to unwrap stuff into different shells based on face direction, so I get bleeding. Did you have more luck?

There is some bleeding yes. But I think this problem will be solved another way (see the first post), not by generating a “perfect” unwrap.

Yeah, re-reading that also explains what actually happens. It’s just a repack of the existing UV’s at the moment, not really a separate unwrap. If I understood that correctly at least.

Do you have any plans for fixing the huge memory problems with lightmass? Making it produce better results is a good thing, but unless you fix the RAM usage it isn’t very useful. Lightmass taking 20+ GB of RAM for a small outdoor level is crazy.

Hi,

Sometimes, I observe the same effect. Usually after quite some lighting build iterations.
After restarting the editor (which also restarts lightmass), the memory footpriont is much smaller.
So I appears more like a memory leak than a poor algo…

Cheers,

Nah. Fresh build of Landscape map (which is pretty much empty aside from landscape), eats up 24GB of ram.

Lightmass is just very poor baking application, that eats everything you throw at it and always demands more ;/

this is very true. I can’t even build the landscape demo. it crashes every-time with a light mass error.

When to expect better than lightmass ?

Juts let us know when its out, & a simple documentation. Lightmap creation is just extra work, both making & tuning.

Looking forward to this :slight_smile: Any ETA?

Auto lightmap UVs on import will be in 4.5.

From what I hear our internal artists have now moved completely to using the generated UVs instead of making their own. This is pretty huge and I didn’t expect to get there already. I was hoping for 80% auto and 20% manual. We’ll see if this keeps up and if it changes, where the failure cases show up.

Well, if that ain’t great news then I don’t know what.

Wow! I was kinda excited to 4.5 but now I’m really waiting it hehehe

Amazing news Brian!