I was unshure to post a question because i saw there are a lot of answer on this topic but I try all and don’t get good result.
I have a product configurator based BP so my product is multiple BP for many assets assembly the product. First i created the product with no level a part the persistence. lately i implement two different level, one with a light interior system and one with exterior light hdri skydome directional light. I switch by the two with a keyboard based flip-flop on level blueprint that change the level. All works but the baking process work well for the exterior light with skydome but i get weird map, like occlusion compenetratio( but this is only apperance) on interior light. I followed the process. First make the light scenario for all and bake one at time, the interior light won’t bake correctly, after i use all at once the same. I in unreal 4.27 hope someone can direct me on the correct way. I get mad about it and shure i search a lot of material online to get an answer that unfortunaely doesn’t work to my scenario.
thanks to everyone
Ok I solve the problem. By use light scenario. I was wondering if I can ask even on this another question related to light map and adjacent object. Look at images.
As you can see there is a problem on lightmap related to the object behind the body object, if I move up this compenetration problem disappear. This happend only on a level wich is a hdribackdrop and sun light but on level with interior light static it doesn’t happen. I try by setup lightmap resolution power of two on each object, but it doesn’t resolve the issue.
Any thought please.
Thanks
OK solved. It was missing uvChannel
Nevermind. It doesn’t work.