# Lightmap UV channel being ignored by Lightmass

**URL:** <https://forums.unrealengine.com/t/lightmap-uv-channel-being-ignored-by-lightmass/374646>\
**Category:** Rendering\
**Tags:** unreal-engine, Lightmap, Lighting, question\
**Created:** [October 27, 2016, 5:40pm UTC](https://forums.unrealengine.com/t/lightmap-uv-channel-being-ignored-by-lightmass/374646 "2016-10-27T17:40:14Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Tim\_Hobson](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Tim\_Hobson](https://forums.unrealengine.com/u/Tim_Hobson)\
**Post date:** [October 27, 2016, 5:46pm UTC](https://forums.unrealengine.com/t/lightmap-uv-channel-being-ignored-by-lightmass/374646/2 "2016-10-27T17:46:46Z")

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Hi Arrays,

You still need to set the Lightmap Coordinate Index to 1 in the Static Mesh Settings \> Lightmap Coordinate Index.

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The Build Settings only generate the UV but do not automatically assign it in 4.12. I believe this was either correct in 4.13 or will be fixed in 4.14, which you can check in these versions since they are available in the Launcher.

-Tim

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