I am having problems when i merge some mesh. The original shadow is missing in merged static mesh. Actualy, it have shadow, but it’s too soft. It’s happening all time that i merged any actors.
At left is the original asset, composed by 38 single mesh. And, at right, the result after the merge process.
Same problem here…
Am i doing something wrong in merge proccess? Have i to check (or uncheck) some box in “Merge Actors Settings”?
Hi @Studio_Marvin_3D1!
Just a few questions:
- Does this happen even after building your lighting?
- Would you mind sharing the settings you used when merging your meshes?
Any additional information you can provide will be a big help in solving your problem!
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Hi Quetzalcodename!
Answering your questions:
- Yes, it still happen even after building lighting;
- I tried a lot of merge settings variations, including the default values. Anyway, i will print here.
If i use the “Convert to Static Mesh” command, it gives me a good shadow result, but causes some inconvenients like multiple repetitive material slots and sometimes a few normal’s directions issues in the resultant mesh.
By the way, i’m using a GTX1650 GPU, so i can’t use RealTracing features. Just Lumen rendering.
I am a beginer, so i don’t know if i am doing some basic step in a wrong way or not.
Thanks by your attention!
Hey @Studio_Marvin_3D1!
More than likely this is a UV issue. Here are a few options:
- Try using Computed lightmap Resolution.
- Uncheck Generate Lightmap UV and once merged, open your mesh and generate UVs there.
- Don’t use merge mesh. Instead combine your meshes as a blueprint. (converting to blueprint)
I hope one of the above solutions solves your issue.
Hi! Finally i found the issue cause! I just needed to check the “Allow distance field” box! The merged mesh generated became perfect! Thankyou Quetzalcodename by your attention! I hope that this topic helps others users!
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