This is driving my nuts. I have a piece of geo inside 3ds max that has 2 different unrwap modedier on it. Channel 1 and Channel 2 for the lightmaps.
Everytime I import it into UE it tells me that object has overlapping uv’s. I open the object up and look at the channels and its only showing 1 channel. So the 2nd channel is not only showing up the channel its showing is not the channel that I made in 3ds max?
Oh wait its 3ds max. First thing is before exporting to FBX make sure that you convert to editable poly, if you don’t, I believe the modifiers won’t be taken into account when exporting. Also I try not to have 2 unwrap modifiers at the same time. I make the first one, finish it, convert it to editable poly then I make another one moving to the second channel and after I’m done, like I said, make sure to convert to editable poly. This is how I do it and it works for me.
Thanks for the taking a read through my issues. Everything you have describe is exactly how I have done it in the past. Never had any issues until this particular model. I believe the issue is in the fact that I did not create this piece of geometry. Another artist in my office made it and exported it to me so I have a feeling thats the cause of the issue. For now I simply remade the piece in inside 3ds max did my normal uvw and it worked like always.