Anyone have any idea why this particular piece is shaded slightly darker than anything around it?
You can see the same type of piece is having the same issue off in the very left of this image.
As far as I know the object was identically mapped (abundant room in the lightmap UV), baked, textured, etc. so maybe it's a lighting issue?
The scene is being lit by a skylight, a directional light, and bounce cards in every window.
Replies
Been a while since I've visited Polycount, good to still see you around
Also, check this thread:
https://forums.unrealengine.com/showthread.php?46269-Modular-Asset-Lighting-Problem
Unfortunately it won't do anything for better ambient lighting/Gi. So the only alternative to lightmass atm is VXGi (very hard to optimize to be usable for actual games on actual reasonable target hardware) or as Epic itself pointed out: Using Enlighten (by either having a game that creates revenue above 1 Mill or by switching to Unity :P)
The simple solution is to combine the meshes using Windows>DeveloperTools>Merge Actors in Unreal. For some reason, even if the meshes are coincident, unreal will fail at creating a proper lightmap across two separate components.
You can also combine them in a 3D package, but that defeats the purpose of modularity.