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Lighting Wrong Gross, But When Not Built, Looking Fine (Complicated Mesh, UV Mapping Impossible)

When adding/altering light the preview looks perfect


but when I try building the Lighting everything looks bad.


I know I need to alter the UV Map, but at the moment thats not possible and the preview does work obviously.

So how can I make UE4 ignore the bad UV Map and just let use whatever setting it uses to build the preview lighting?

Thank you guys!


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asked Oct 14 '14 at 10:13 PM in Rendering

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avatar image Jacky Oct 14 '14 at 10:27 PM

The preview lighting isnt "built," meaning it isnt static.The only way to avoid UV mapping for lightmaps is to use dynamic lighting with a movable skylight.

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Hey SnipeOrigin,

As Jacky mentioned, the preview lighting is not built and baked into your level. And the only way to "ignore" your UV Maps are to add a dynamic and moveable skylight. I suggest building your project on medium lighting and adjusting the settings of Shadow Bias as well as Shadow Filter Sharpen to increases the shadow detail of your level. The correct way to fix this however would be to go into your UV lightmaps of the mesh you are focused on to align appropriately to the grid and provided a 2px to 4px buffer so you have no bleeding or tiling of light artifacts. Let me know when you have tried these work around and still are having issues. Be sure to build your lighting also to see what the outcome will be.

Thank you,

Andrew Hurley

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answered Oct 15 '14 at 02:07 PM

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