I’m struggling with importing custom LODs into the engine. Specifically - lightmaps for those LODs.
My issue is - after light bake, the engine automatically assigns some lightmap resolution to LODs after 0. I.e. the LOD0 uses the lightmap resolution that I specified in the static mesh settings. And LOD1, LOD2 etc use… whatever the engine thinks they should use.
And this is a major problem, because I have no idea what lightmap resolution does it wants for those LODs, so I can’t adjust proper texel density for them in maya.
If I use “Generate Lightmaps” in ue4 for custom LODs, I run into the same issue.
This is LOD0 on a window.
This is LOD1:
Camera distance is not that big, but lightmap resolution difference is massive.
And this results in LOD pop-ins when moving around the scene:
I couldn’t find any way to control what lightmap resolution each LOD should use inside the UE4.
Weirdly enough, if LODs are generated in-engine, there’s no issue with lighting and all LODs’ lightmaps use the same texel density as the base mesh.
Problem is, for some meshes, like this window, I can’t trust the engine with generating LODs. It screws up the profile too much so it becomes noticeable.
Please, help! I’m pulling my hair out already!