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[SOLVED] Missing Color Bleeding With World Space UV's

polycounter lvl 14
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eCstatic polycounter lvl 14
I seem to have run into an issue where indirect lighting is not baking if I use World Space coordinates for my UV's. I want to do some prototyping in the FPS Template so I've setup a grid material, and would prefer to have the grid line up via world space UV's.  Not getting any indirect lighting from lightmass both BSP's or Static Meshes. Any way to get around this?

Material here: https://blueprintue.com/blueprint/y31u_fvf/


Regular Object UV's


World Space UV's






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