Merged Static Meshe shadow missing

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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