Why my StaticMesh look not good when i use RayTraced Distance Field Shadow?

I create polygon in maya 2014 and export to .fbx

When i import to Unreal 4.11.1, then my StaticMesh look like this

In my project, Directional light property, I checked “RayTraced Distance Filed Shadow” is True

When i set checked is False, my StaticMesh look like this

My question is what happen in my StaticMesh when i checked “RayTraced Distance Filed Shadow” is True in Directional light property and how i can fix it

My polygon in maya

In maya 2014, my UV grid line every is 0.0156 (1 / 64)

My normal UV (I use automatic mapping)

My lightmap UV

In unreal, My UV channal 0

My UV channal 1

FBX Export option

Sorry for my english. I come from Thailand.
Sorry for my question if my question is bad.
Sorry for my question if my question is duplicate in another post.
Sorry for my newbie.

Thank you very very much : )

Try turning on the distance field preview to see what’s going on with the mesh.

You may have to increase your DistanceFieldResolutionScale for that mesh.

Oh my god! you’re awesome! Thank you very very much brother : )

I set “DistanceFieldResolutionScale” to 2.0 and here is result

If i increase value this property, it affect in level?, it bad or good?, or i should fix my polygon for “DistanceFieldResolutionScale” = 1.0 ?, or all of polygon need set DistanceFieldResolutionScale > 1.0 ?

sorry for my english again and thank you very much :o

I read documentation and found this

Thank you every one ^^ :slight_smile: