Ue4 auto generated UV stretch

A simple question. I am an interior architect and I don’t want to waste time to make UV mapping for static meshes. So I’m using auto generated UV mapping. But the problem is when it makes UV mapping some rectangle shapes will stretch. Because the program don’t want to waste any free space on UV map. But it broke the light realism effect. So how can I maintenance the aspect ratio on auto generated UV mapping ?

Use world aligned textures

It is not about the Texture, I can re-scaling textures with my custom BP. Problem is when build lights, it makes stretching lights on wall. Especially spot lights which faces to wall. I am trying to goal to keep aspect ratio auto generated UV map.

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Yes, I did see you had the lightmap view there, but you did mention UVs also, so I wasn’t sure, sorry.

I never really thought about it, but I guess the lightmap distorts along with the texture UV when you scale a mesh.

I can’t find anything about regenerating lightmaps from blueprint either. No doubt you could from CPP.

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