Thanks for your reply -
- This mesh has just front faces, although similar problems occur with cube-walls.
- Just a skylight currently
- Yes; with the default parameters
Again - re UV-mapped the mesh, checked Answerhub & there are no common fixes that I can find to VERY strange mesh/light behaviour. How different is the 3DSmax import to UE4? Has anyone else overcome similar problems?
And here with the mesh with solid walls; production quality. 3 separate meshes - ceiling, walls, floor. No overlapping UV’s, all lightmaps 2048 size.
Here again - same as previous except modified (slightly reduced) lightmass settings in World Settings as recommended elsewhere;
Reduced Lightmaps to 1024 each to save a bit of compiling time; reduced World Lightmass Settings by .5 just to see what would happen:
Doubling previously mentioned World Settings to see what would happen - yeah, don’t do that.