I’m currently having a bit of a headache with quite a complex vehicle model. I’ve gone through a fair share of errors and fixes but this one i’m not entirely sure what to do and the guides/tutorials/youtube dont seem to be helping.
Basically, if i import the FBX i have from 3DS Max into UE4 with combined mesh off, i get an error on the wheel area of the car saying “Invalid Lightmap setting”, however if i import the FBX as a combined mesh theres no error.
Normally i’d just stick to the combined mesh and problem solved, but seeing as how i need to re-do all the materials it helps if the areas of the car are individually selectable rather than it being one big combined model, so i’m not sure if theres either an easy way to edit the materials of a combined mesh, or if theres perhaps a fix for the lightmap issue that i dont know about.
I think anyone wanting to help here is going to ask for you to at least post the problem area of your mesh, and the lightmap for that specific area.
Did you hand built the lightmap or are you letting UE4 generate it for you ?
Hi there, sorry for not including more information, im still a bit of a rookie at all of this so i’m not always sure about the complexity of the issue. Basically this is one of the car models from an Evermotion pack, i’ve tried a few different FBX export methods on it with different settings, this current one having the best result, however all of them produce the same issue regardless of what settings i use.
It would appear the undercarriage as well as the wheels are the ones with the issue, as i mentioned before if i combine the meshes none of my exports have any problems with the Lightmap, however it just makes material re-editing a bit of an issue for me.
Currently i’m getting UE4 to build the lightmap for me, if i disable that option the entire model produces a lightmap issue.
I believe i may have fixed the issue by changing the wheels and undercarriage in the static mesh editor to 128. Was a bit confused as most of the tutorials had the right answer but i didnt have any of the same options. I chalked it up to having a newer version of UE4 so maybe the settings were in a different place, but i just had to change the editor to an advanced view and it had the settings i needed to adjust.