How large is the mesh and what do the light map UVs look like?
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The model has some 10,000 vertices. And below is the light map UV (I think? Light map UV maps are vaguely documented, but as far I undestand it UV channel 1 is the light map UV). I highlighted the main building mesh in red so you have a chance to see what you’re looking at. The walls and the cieling, that is.
What puzzles me and what’s very confusing is that the light looks fine before I hit build (see first picture in my original post above). So, Unreal is obviously capable of generating proper lighting on the mesh. I mean, it’s there. I can see it! Why oh why can’t the light stay exactly like that after I build the scene?!
