I am currently attempting to build lighting for my level, I have read the documentation about various approaches to lightmap unwrap.
I have also tested this on static and stationary light baking.
I have a library that was built as a quarter from various static meshes, then put into a blueprint and flipped.
To my understanding each duplicate would have its own unique lightmap in channel-1 but share a material in channel-0
The way I am thinking is that if there was an error with my lightmapping then surely it would happen to every quarter section blueprint of the library.
But it does not. It happens to just one of them where it is unlit and popping.
I also receive a couple of errors from other meshes where it says lightmap UVs are overlapped when they definitely are not (I made custom lightmaps with plenty of padding for the most part contiguous)
I have triple checked all the static mesh lightmap index assignments.
I really don’t know what is going on. Every day the “overlapping light map uv” error seems to randomly choose different meshes to alert me about, the next day their UVs are apparently fine.
So just 1 of the balconies disregards lighting/shading.
Please save my sanity.