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light map headache

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baccene node


I'm re-exporting my meshes for uneal. I now have two sets of uv's. One is the lightmap I set up in Maya. I import the mesh back into unreal. I check off the generate lightmaps. When I open my mesh up in the ue4 mesh editor and look at uv's, no matter what index I set the lightmap to it is the same layout. It's not my custom light map. It condenses my first uv set (index of 0) no matter which index I select.  

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  • huffer
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    huffer interpolator
    Have you tried importing the mesh back in Maya and checking if it's actually exporting the 2nd UV set? Also AFAIK regardless of checking on or off Generate Lightmap UVs, the 2nd imported UV set should always be present. Generating them adds a third. Something I only learned too late - there are two Generate Lightmap UVs toggles in your mesh preview - one under Import Settings, and one under LOD0 / Build Data. Make sure this one has the toggle off as well, and Source/Destination are correct.
  • baccene
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    baccene node
    Dude thank you. It was the checkbox under build settings.
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