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.