Issues with lighting/shadows

Hi all,

I’m working on my first UE5 project, and have run into a bit of an issue with my shadow maps that I can’t seem to find an answer for.

I’m using static lighting (VR project), with what I believe to be fairly clean UV layouts (with sensible margins between UV islands). I’m letting Unreal autogenerate the lightmaps themselves (as I never ran in to any issues with this in UE4) - I’m however seeing the following issues with my shadows on completion of light bake:

I’ve made sure both the object (mug) and the surface (worktop) have ample light map resolution (tested with 64, 128, 256, 512 and 1024 on each), with the same result each time.

If I move the mesh slightly, the preview shadow will display correctly:

I’m therefore assuming this is a baking/lightmap issue - can anyone advise though? This is happening to quite a few meshes in my scene.

The lightmap res needs to be on the chest, as it is accepting the shadow.

Can you show the lightmap UVs for the chest?

Ah ok, thanks for clearing that up.

Here’s the light map Unreal generated for the worktop surface - the UV island for the top surface is in the bottom left:

I’ve even tried replacing the mesh with a simpler version, initially with my own lightmap from blender:

and then with Unreal generated lightmap again:

Same results every time. I’m a bit confused, as other objects are displaying their shadow correctly (see the bread on the right hand side for example).

Weird. Just to double check, that’s UV channel 1 you’re showing me here? ( it looks ok ).