I’m here because I have some questions regarding lighting in UE4. As far as I’ve researched UE4 still uses lightmass (SVOGI didn’t make it) for the GI. I have worked before in the UDK (which also used lightmass) and found that all assets need a second UV channel for proper light-shadow baking. No matter how I tried I never managed to do a proper 2nd UV channel and therefore constantly ran into the “Overlapping UV” error and the lighting was always messed up. As far as I’ve seen in the forums this appears to still be a problem in UE4. I saw the part about LPV lighting which eliminates this error, however it is still buggy.
So, here are my questions:
Is there an easier way of getting a correct 2nd UV channel setup other than manually tweaking it? Maybe a plugin for (blender, max, etc.)?
How long more or less until the LPV is “production-ready”?
Thanks in advance!