I have a blueprint that makes multiple spline mesh actors, and it seems fine until I bake lighting. I add the spline mesh components in the construction script, they are added as static actors. On building lighting I get results that don’t match the scene at all. I have doublechecked that the mesh has valid lightmap UVs, is this a bug or intended behavior? I am including some images, the lighting before bake, the lighting after bake, and the light map uvs for the mesh. I hope someone knows what is going on here, it is really frustrating.
Going to post an answer to my own question in case anyone else runs into this.
By duplicating the actor and deleting the old one I was able to get the lighting to finally bake properly. Something in the old actor must have gotten cached, and even removing the meshes and re-adding them wasn’t fixing it, nor was changing the blueprint and recompiling. But a whole fresh actor seemed to work.
question for you on your result…does your lighting for this blueprint get discarded on every level load? for some reason my spline mesh blueprint actor loses it’s lighting cache every time i load the level causing a required lighting rebuild every time the level or project opens. everything is set to static, and supposedly this was a known issue that was fixed, but still having the problem.
No I don’t think it does. It started working ok after I did the above