Hey Arkiras, thanks for replying. Here’s screenshots of the UVs in channel 0 and channel 1 (lightmap). I used Unreal’s Generate UV in the mesh editor for channel 0, and Unwrap UV for channel 1, and I tried discerning whether the margin was too narrow from the border to the wall mesh’s UV edges where it has the problem. I really don’t know if it is or not, though it seems to be and I would test a different margin if I knew how to change it in the engine. Do I need to create UVs in a separate program? I’m simply trying to get lighting to function correctly with the meshes from starter content.
I also generated a custom UV in channel 2, and the same result as channel 0 was produced. I changed the angle threshold for channel 1 to 30 and 90, and neither corrected it or changed it in the slightest, which I figured might happen.