I have a problem to generate the lightmap UV set for a big object. I can create multiple material slots for the necessary texture details in Maya and it doesn’t matter if the UVs overlap in the UE4 for the textures. My problem is that this does not work for the light map creation as overlapping looks bad. I can set up a very(!) high light map resolution to make it work but there must be a better solution?
Is there a way to use a lightmap per material ID where the overlapping is no problem? Like you would import all mesh parts separately?
Any other hints for lightmap creation on a big object?