lightmap issue with modular meshes

I’ve been trying to solve this issue for ages but can’t find anything online to fix it. If you see the linked image the wall pieces are not getting shaded smoothly and you can see the transition point between them. The lighting is currently set to stationary but the issue is also there when using static lighting. It’s built in production and as you can see I have the lightmap density set reasonably high. I’ve tried messing around with the lightmap UVs quite a bit and I’ve tried the auto generated ones and nothing seems to be helping. Also I’m currently using UE5.

Any ideas on what I could do to fix this?

It’s nothing to do with the UVs.

When you build light, each mesh is treated separately, so the lighting will vary between them.

There are two ways I know of to avoid the problem

  1. Once you’ve made the level, select all the problem meshes and merge them into one mesh, then build light. ( Not everything, just the similar meshes ).

  2. Tinker around with the lightmass settings. You have to know what you’re doing ( sorry, I don’t, but I do know it’s possible ), but you can make lightmass use a larger ‘scope’ when building the light.

Hey thanks for the response, I played around with the lightmass settings a bit and lowering the ‘static level lighting scale’ to 0.15 solved the issue for. So thanks again for the pointer in ther right direction!

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