Validate lightmapping UVs before building?
Hello everyone, Is there anyway to check whether the 2nd UV channel of an asset is ready or not for lighting building? In complex scenes I often find myself in the frustrating situation of building the lighting only to receive an error message after 15-30min of processing. Isn't there in the asset editor a button such as "check lightmass UVs"? As a workaround, for now I have been loading the mesh in an empty project, on which I build a preview lighting just to check the UVs. Thanks a lot! Regards, LUCAS
asked Oct 04 '14 at 03:42 PM in Using UE4
Unfortunately, there isn't a check to see if there are overlapping UVs without opening and and seeing if you're got issues with your UVs for your assets before hand.
I think this would be a great idea though! I've submitted a feature request for this. (TTP: 348872)
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