This will save you hours of frustration. There is a lightmapping issue in UE4 that can't be resolved no matter what you do. It means modular seams on clean pieces will give shading errors. No amount of fiddling with lightmap UVs will solve it. It's a known limitation of the engine and is stated by Epic. Another trick is…
Static Lighting Level Scale only adjusts the scale which lightmass thinks the scene is, basically it's scaling up or down your entire level by that scale. Most lightmass issues need to be addressed with the model and UVs, playing with settings isn't going to magically give you much better results. Make sure your lightmap…
Hi guys, I'm working on a sci fi lab for my school project and I'm currently struggeling with some lighting problems.I have shadow issues on my wall moduls. I made some screenshots where u can see my problems, as well as my unlit and Lightmap view mode. Unlit Lightmap Density Example 2 Lit Unlit As you can see I get some…
Also, Luoshuang's GPULightmass does reduce seams between meshes, but it doesn't support all of the features of lightmass. https://forums.unrealengine.com/development-discussion/rendering/1460002-luoshuang-s-gpulightmass
Thanks a lot for your super fast respond on my request!You helped to understand and handle it more efficient. I will check what will works best for my scene now and post it here.
One of the things you can do to reduce seams with shadowmaps UVs is to line up the UV edges with the pixels of the shadowmap. If you look at the 'lightmap uv' display you'll see that the seams on some of your meshes aren't lined up with the grid pattern in the display. If you made sure your UV's are lined up with the edge…