I tried the following workflow and made a cube. All faces of the cube are in smoothing groups 1 and its unwrapped of course. Obviously, the bad shading is caused by the smoothing groups but that’s what the link above suggests to do. So I’m confused where the problem is. Any suggestions?
As you see on the top there’s a shading seam where the model is triangulated (no seam in UV). Why is that?
do you have 2 UV channels for texture and lightmap? and is the second uv channel turned on to lightmap in ue4? (Static Mesh Editor - Light Channel Index set to 1?)
ans is this with light builded?