I’m exporting from Blender. I’m doing blender’s smart UV unwrap which is essentially like a quick atlas UV. I’m allowing Unreal engine to generate the lightmaps. I’m using the “real world” light settings option. I’m not getting any bounce lighting. I can’t figure out why the geometry in my scene is eating the light.
At first I was using one giant mesh. And then I broke it into about 4 meshes with 1 being larger than the other 3.
I don’t know if my lightmap Uv’s are too small or what.
The first image is actually it all as one mesh.
The second image is after I broke it up and I do not understand what is happening.
I’m running lighting builds and am honestly just deeply confused.