I have an object that has a soft/beveled edge from a normal map but when static lighting is built, it appears hard. When I take a look at the asset in the asset preview window, the smooth edge shows up which tells me this isn’t a flipped normal issue. I also don’t think it’s a UV island issue because my UV’s are pretty spread away.
Thanks for the reply! I’ve tried that and that doesn’t solve the problem. I’ve also tried sewing the UV’s of the problem areas for the lightmap and it doesn’t make a difference.
MAYBE make normals effect static light would help?
in engine settings there is something called use normals for static light try with and without it might help
by default it is disabled
or try to use auto generated light maps on the mesh
also try to use a smaller object with the same bevel to make it easy to determined either if it a lightmaps issue or not
hope it helps good luck!
Do you mean placing the same asset in the scene and scaling it down and baking?
Did this ever get resolved? I am also having this issue in 4.22.
It’s worth noting that I’m using GPU lightmass (Luoshuang's GPULightmass - Rendering - Unreal Engine Forums) and only emissive materials. I have switched to regular CPU lightmass to test though, but the same issue is present. I have tried scaling my object up to 300% and down to 33% like Mdksmash suggested, but the issue is still there.
It seems like a normal map is something that should “just work” with lightmass. Am I just expecting too much from baked lighting?
With baked lighting:
Without baked lighting: