Hi! I'm making assets which are to be used for destructible meshes in Unreal Engine. I'm running into a problem with the bakes and I assume the Ambient Occlusion. I don't know how not to get the data from Zbrush concerning where different meshes overlap for when baking in substance painter. Each piece is separate in Zbrush and when exported I combine them all to one mesh for texturing. As shown in the photo the metal part as an example has impacted how the rest of the base boards look. Is there any way in either Zbrush or Substance painter to fix this? Appreciate any feedback!