Object has wrapping UVs because UV Channel 0?

119437-1.png

We know UV Channel 1 can not has wrapping UVs, but UV Channel 0??

UV Channel 1 is your lightmap. Yes your UV is wrapping and will give a warning if it is not all contained within the 0,1 space. If you made this mesh, reopen it in your 3D editor and re UVmap it.

Hi Ytianlong,

UV Channel 0 should not give you this warning and to be sure I double-checked this with a test asset I have in 4.13, 4.14, and our internal build of 4.15. So long as you have a lightmap UV Channel setup and correctly assigned to the Lightmap Coordinate Index X (x being whatever UV channel is your lightmap UV, typically 1, though) you should not get the error after building lighting.

Looking at your images they looks to be setup correctly. Is it happening with other asset for you as well or just this one? If it’s just this one can you attach the asset here?

Here is my test asset that would be a good case to check since I know it works for me.
link text

Box only has UV Channel 0 setup. You’ll need to generate the Lightmap UV and assign it to check on import.

-Tim

I get this warning whenever the UV exceeds the 0,1 UV bounds in channel 0. The solution I was told was to rescale the UV.

Static Mesh and Skeletal Mesh UVs do not have to be contained within the 0,1 unless it’s a lightmap UV, which doesn’t pertain to skeletal meshes.

I have less than 10 assets with this problem

I upload 2 assets here:
link text

I’m really not sure what it is with these particular assets because I exported them to 3DS Max to see what the second UV looked like and didn’t see anything out of the ordinary, like any uv chunks/islands out of the 0,1.

If I exported the FBX from 3DS Max with your setup lightmap it would work correctly. It’s rather odd and doesn’t seem to be any way for me to reproduce what’s going on other than seeing the result in UE4.

If you regenerate the lightmap UV in UE4 it will work as intended, though. You can do this via the build settings and just hit Apply.