Problems with UVs and lighting

New to Unreal 4 but not new to modeling (20 years)

The problem I’m getting is the padding isn’t enough on the UV’s so there’s overlap. I watched a video and the guy said make a second UV channel and pack the uvs with edge padding. No problem done. You can also set the size of the light map great!

Then I import the model into unreal 4 as FBX format and it says it now has 3 uv sets not 2. (0,1,2) So I look at them and it appears unreal is unwrapping them for you. If thats the case then why does it spit out an overlap error. Is there a way to force it to use my UVs for the lightmaps or is this all automated its driving me crazy. How is Unreal choosing which channel to use for the lightmaps. I can see in the future I’ll be using layered materials with multiple UVs and just want to know if anyone has the answer.

Using 3ds for models and UVs

appreciate any help I’m stuck as of now

You will have to disable “generate lightmap” (dont know the exact expression) in the import settings :slight_smile:

Ah! so then it uses my uVs not unreals - thanks