How to texture models correctly

Heya!

I’ve been using Blender for creating little props but now I took a step further and created a building with it. But I faced a problem: I’ve used to just scale UV’s out of the bounds in Blender (because it works in Blender and I can create nice renders using this method) but it seems that UE4 doesn’t like that and lightmapping gets weird. (ovelapping UV’s, wrapping UV’s etc). So if I have to guess I should keep UV’s inside bounds, am I right? And tile textures inside UE4?

thanks in advance.

You can make the model UVs do as you wish as long as you have a secondary UV channels that exists completely in the 0 - 1 UV space with no overlap. This way your first UV channel will work how you like for tiling textures but the second is where the lighting system will look for generating lightmaps.

In the static mesh viewer properties under Build Settings you can see the “Source Lightmap Index” and set it to 1 (which is the second UV set).

Aaaa okay. Thanks!