i believe the object needs to be centered to the world in max.. not just the pivot centered to the object. if you open up the properties of that object in udk and select movement.. moving it to 0,0,0 should make it correspond to the exact coordinates you have in max. center your object to 0,0,0 and then export.
is it possible to change the cubemap of objects based on their location? for example, if an object is in one volume, then it uses the reflection cube for that room. but if the same object is in another volume it uses the reflection cube for that room. would it be possible to set this up with kismet and volumes?
Could anyone please suggest something here. How can one control texture density depending not on the object scale but on it's size and still use object's uv's? Like on this picture:
You could create 2-3(how many you want) copies of the object, apply material instances to them and then put them in the foliage and paint by giving each object a random value.
Thanks for the reply, all objects have a value and lightmass is enabled, as it is working on some objects. As it turns out, I need to go back to 3DS max anyway and piece some objects together to allow for easier construction in UDK anyway, so I'm going back and making new light map UV's anyway now and they seem to work…