Lightmap UV

Thank you for your support. These are really some interesting news. On the ngons I did not respect. They probably come from the f-gon function in blender, with which I combine many faces into one. I thought that ue4 triangulated automatically, so I did not do it manually. In blender, quads to tris function.

now what i don’t know is if you were using quads and the export process screwed it up but from what i could see of the unwrapping it looks like you modeled it without them.

I dont understand this sentence.

If I split the ground, he came already after the import into ue4 multi-colored. One piece was darker, one brighter. This has not changed after the lightbuild.

your meshes also have open ends in a lot of places. while this isn’t awful, i would suggest you close those areas off

How exactly do you mean it? You have seen that my walls are very specifically modeled. Should I close the ends? How exactly should this look? It means that is not face to face. Where shall I close the walls? After the corners, in front of the corners. With me, everything goes together. Even the ceilings have recesses, because I’ve read, the edges are not areas to expand.