I exported my chunked terrain from Blender to UE4. Without static lighting built it has no seams (doesn’t have seams in Blender either, as I transferred vertex normals from original mesh to the chunks).
Can’t move seams - mesh chopped using 4x4 grid to split it into chunks roughly same in size.
I was thinking about bumping up resolution, but initially I had 1024x1024 for uncut terrain mesh. So I figured that divided by 16 pieces yields 64x64 lightmap per chunk. Perhaps I got it all wrong with such calculations? :o
Duh, silly me… I simply divided 1024 by 16 and called it a day :o (I should have just divide it by 4 instead). Thanks.
I’ll try re-building it with 256x256 resolution. I wish there was a way to transfer lightmap from continuous terrain model to the chopped one. I guess I can bake it in Blender and multiply in the material, if baking in UE4 with higher res fails to remove seams.