Weird lightning inside UE4

Hi guys, I hope somebody can help me. I watched every available youtube video and read all possible guides for importing Blender files into the UE4 engine but I am still struggling with some basics.

What I did so far:

  • built a second UV channel in Blender
  • hand unwrapped the whole mesh, left exactly 2 pixels space
  • left no free space in the UV editor
  • split all hard corners and avoided overlapping UVs
  • selected the proper UV channel inside UE4 (lightmapCoordinateIndex), deactivated ‘generate lightmap UV’

Now I received the Degenerate Tangent Bases error and I get wrong shadowing.

If I raise the light map resolution in UE4 to 1024 I can get rid of the most shadow errors but I want to find my mistakes which cause these weird shadowing

Do I need to position the parts inside the UV-editor exactly as they are inside the model? For example, do I need to put two adjacent walls (90 degree angle, L-shape, so they need to be splitted), put together inside the UV-editor?

Also is it necessary to triangulate the whole mesh inside Blender?

If somebody could help me I would really appreciate it. Please let me know if you need the .blend file as I couldnt upload it.

Hey Noiling -

Take a look at our Lighting Troubleshooting Guide, here this may help you solve some of your problems. We are currently looking into the “Degenerate Tangent” Error message and we will keep you informed as we work toward a solution.

Thank You

Eric Ketchum

With regards to Degenerate Tangents, 4.8 will have an option to disable MikkTSpace in the Static Mesh Build settings. This is fixed with CL-2519373.