Hi @Homes_Lu! This lighting inconsistency is often caused by differences in normals, smoothing groups, or lightmap UVs, even if the material and lighting setup are identical.
Here’s what you can try:
- Check smoothing groups and normals in 3ds Max apply a “Normal” modifier or unify smoothing before exporting.
- In Unreal, verify if both meshes have valid lightmap UVs (Channel 1) and matching tangent space.
- Ensure both parts have the same scale/transform and Nanite settings, as differences can affect shading.
- Try combining both parts into a single mesh in Max and export again to see if the issue goes away.
I am leaving you some documentation that may be helpful.
If you’re still facing challenges or have new questions, feel free to share.