As the title states.
I’ve got a mesh with 3 UV sets.
Set 1 is the material Set, Set 2 is a custom lightmap, and the 3rd for placing cards mapped to a normal map decal sheet.
The problem I’m having is when baking lighting, the lightmaps can be spot on, but as soon as i implement the 3rd UV set, it takes over.
For instance, if the 3rd UV set has overlapping uvs the lightbake will have overlapping light values, but if the 3rd uv is authored like a lightmap all is fine.
In the static mesh options, Generate lightmap UVs is turned off and the Source and destination indexes are set to 1,1.
Is there something i’m overlooking here, or is kind of by design / limitation?
I can work around this issue by swapping the purpose of my UV sets.