Lightmap UV are overlapping

hey guys,
I’m having here some wired issues with my vegetation mesh in UE4. For some reason UE4 claims that my mesh has overlappimg UV’s… But they are no overlappimg UV’s at all…
UV0 is used like usual for the Texture and UV1 for the lightmap.

I checked the mesh and the lightmap channel like 100 times in my 3d application but everything is just fine, any ideas what the problem is ???
Although the lightmap is properly created the result after baking the light looks wrong…

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Make sure the lightmap coordinate index is properly assigned in the Static Mesh Editor. You’ll find it under the Static Mesh Settings Tab > Lightmap Coordinate Index.

Follow the steps towards the bottom of this section to see where to check that the correct lightmap UV is assigned. A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums

First of all thank you for your help Tim!
After importing like 100000000000 meshes into UE4 why was the lightmap coordination index of this specific one set to 0 ? i dont get it…)

There was a bug that I think was fixed with 4.13.1 that fixed this issue where the auto-generated lightmaps would not automatically be set to lightmap coordinate index 1. Sorry but I can’t remember exactly if this was fixed in 4.13.1 or if it was going to be 4.14. Hopefully it was 4.13.1, though!

Hmm but my lightmaps are not auto-generated, i always do them by my self…

It was affecting imported lightmaps too. That was my mistake for not remembering that. It’s been a month since I submitted it. :slight_smile:

Also, it’s been fixed in 4.13.1 which is currently available via the launcher. That should resolve any issue you have.