Overlapping/Wrapping UV's with static meshes created from BSP's (NOT imported models)

Overlapping/Wrapping UV’s with static meshes created from BSP’s (NOT imported models)
Thread title.

Keep getting ‘wrapping’ or ‘overlapping’ uv’s error when I use static meshes that were created from bsp’s.

Also getting strange lighting visual artifacts on the meshes.

.

I’ve rotated the directional light and it appears to fix it, however, upon building lighting, it gives weird effects.

any idea why?

-check in your static mesh settings that you use the 2nd uv channel for the mesh -> light map coordinate index – 2
-export your mesh to a 3d program and create a proper 2nd uv channel -> :// :slight_smile:

If you convert a BSP to a static mesh, it is not UV unwrapped. All faces cover by default the entire UV space.
In order to use a mesh that is derived from a BSP brush, you need to open the exported FBX in a 3D application and unwrap it.
There you can also add the second lightmap UV set.