Blocking out a ctf map and after a basic pickup pass I ran build all and there are overlap errors in lightmap UVs on Epic content…
Shock ammo, flak ammo, and the Big Ole Keg
Interesting, I only have one keg placed and it’s listed twice. (as in it has four entries)
Tried a search for overlapping UVs but all I could find was custom content questions. I know what I would do if it was MY asset, but what do I do about official content?
I could be wrong, but I believe Shock and Flak ammo is not intended as a static mesh. It always set to movable thus not requiring UV map for Lightmap
You could export it to a 3d program + add a proper lightmap or enable “generate lightmap uv’s” in the static mesh settings
That would break my map on servers . I’d have to duplicate the class as well if I wanted to do that.
I was just curious what others are doing with this error.
that’s interesting. I wonder what changes that a movable no longer requires lightmap UVs? I can’t suss that. I’m really only roughing BSP pickups and lighting so I’ll just revisit the problem later if it persists.
Thanks for the replies :cheers:
When you set them to moveable, they will just accept dynamic lights -> no light build needed.
But have you tried the thing with the “generate lightmap uv’s” in the static mesh editor?
No. I’m talking about official content. I don’t want to go through the hassle of duplicating classes. I would have to duplicate every mesh that has this problem (granted it’s only a few atm) and make a custom pickup class just to fix it that way.
If my map was on a server it would have to push that to someone. It’s a waste of time and bandwidth and ultimately, an inelegant solution.
I wouldn’t be asking this question if it was my own content.