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Request for Lightmap help

Hey there,
I have a static mesh wall component that I want to instance to create a much larger wall. One problem I’m running into, though, is the appearance of hard shadow seams where the pieces fit together. The pieces are symmetrical and the UVs – both the texture & lightmap UVs – seem to be reasonable. What should I do to assure that those surfaces are treated as one when it comes to the lightmap? Is it possible?

Thanks,

Alec

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Link <- to a post I made about this :slight_smile: