Hello, I posted this in the answer hub but never got a reply, just wondering if anyone can help me here.
I have made a static mesh floor in Blender and imported it into UE4 everything worked perfectly until I lined the flooring up to fit and realised that they have a strange shadow on the corners of them every time lighting is generated any idea what might be causing this? Here is an example:
Not sure if you can notice any faults with that? I have followed the tutorial exactly. The FBX is there if anyone has any time to check it out for me. Thanks
I have also rebuilt lighting and get the same effect if I add a light next to that shadow it doesn’t effect it. The blocks are placed perfectly in line. If a block is rotated it still shows. I have not added a lightmass importance volume I have literally opened the First Person Blue Print level and started building.
It is probably getting the issue with the neighbor texels. Separate all edges on the uv (since they are all hard edges) and layout properly. Allow some spacing between the shells or snap the UVs in a small grid (not sure if unreal would work better with pixel center or corner).