Im working on an interior for my game, and im trying to see the best way to do this. Its a unique interior that will only be used once in my game and has a bunch of unique walls and odd shaped floors (some repeat), but only these parts will be used in this environment. What Ive done so far is break up the environment into a set and built it on a grid. In UE4 Ive snapped all my pieces together to assemble the room. Is this the best way to do this? Or would it be ok to just model the whole thing in Blender as one large mesh and bring that in to UE4? You see the entire environment on screen at the same time, so there wont be any culling.
Any info would be cool here on how to do this the best way. Will I have any light baking issues with all the modular pieces? Thank you.
Replies
Yes- otherwise, one unique mesh for the entire interior would mean everything would be crammed on one lightmap sheet, as nothing is instanced. Could be problematic unless you want to crank your lightmaps really high.
https://docs.unrealengine.com/4.27/en-US/WorkingWithContent/Importing/FBX/FullScene/
you can check on youtube for some examples it can also be used to instance stuff