Ah excellent! Thank you T&C! *Edit* For some reason the Generate Automatic UVs just isn't working. I hit apply, and when I check the "Show UV overlay" button, the newly unwrapped UV map shows up. But nothing changes on the model. *Edit 2* I got it fixed. I simply didn't use the UV Channel 0. I had it set to 1. Setting it…
I'm sure you've already checked this, but is Lightmass enabled in the World Properties? And what is the lightmap resolution in your individual mesh properties? A value of "0" sets the object to a vertex-based solution.
Momo, it looks like you are using vertex lighting rather than actual pixel based light maps as your static mesh has it's bOverrideLightmapResolution checked on and it's OverriddenLightmapResolution set to 0. Lightmap resolution set to 0 in Unreal means use vertex based light maps. You should un-check…
Unreal starts at 0 and max at 1. Therefore max UV layout 2 = unreal layout 1. Don't think that will solve your issue though, just something I picked up on.
About the only way I could think of doing it would be to set up the objects material with some sort of opacity. Trigger the opacity to start decreasing once that trigger is entered. Then kill the static mesh completely once the opacity is at 0.
I don't know, my models look completely black if I don't have any UVs mapped in the light map UV channel that I'm attempting to build light maps with using Lightmass. Maybe it's building vertex based light maps? or set to use your regular texture map UV channel as it's light map UV channel. Check you mesh in the static…
It might solve the problem if you change the lightmap UV channel in UDK to '0' and then save the standard UV set to '1', effectively swapping them round. I can't remember the exact reason why this helps, but it was something to do with how UDK stores lighting data.