UE4 overlapping faces problem

Hey Guys,
I have some problems exporting a very simple Object from 3ds Max 2014, the object has just around 40 simple poylgones but after importing it into UE4, the engine says there are some issues with overlapping faces…
You can see the issue clearly in UE4 but there are no overlapping faces in max… so where there come from?

the error message apperas after clicking “BUILD”

It is talking about Lightmap UV’s. Look into Lightmaps and Lightmap UV’s in documentations and Google.(you can check UDK tutorials as well. The process is the same)

It’s the lightmap that has overlapping faces. Did you unwrap your object in max on the second UV channel and selected this channel (channel 1) in the lightmap settings in the static mesh editor? Alternative you can unwrap it within the static mesh editor but that function is far from perfect 99% of the time.

That is correct; first UV channel for texturing, the second UV channel for lightmaps. It doesnt have anything to do with Material ID’s.

ouh ok, many thanx to all! I’m new to UE4, i didn’t know that i have to setup a light map and to unwrap the object, has ny one a good link to a tutorial? i heard some thnings about the unwrap channel 1 and 2 so i goes this is it right? the first unwrap channel is my regular unwrap map ? and the second one for the light map ? right?

By the way isn’t it possible to set just Material ID’s or do i have to unwrap all objects b which goes into UE4

Many thanx for the tut, i got it now… The question for mazerials ID was about if i can use them in UE4 instead of UV ?
For example you have a table, the table desk has the material ID1 and the legs have the Material ID2… so i can apply two diffferent materials from the editor on one object… I’m asking cause in the cryengine it was possible…

The question with the material IDs was a seperate question :slight_smile: i just wanted to know if i can also use materials IDs in UE4 cause i have no idea how to apply different materials to one Obejct in UE4 even when the material IDs was set in Max for this object.

For the light map, it seems to work fine, but when i try to click on the second UV Channel max gives me this message which in the tutorial isn’t shown…

I’m not sure if i understand what you are saying but let me explain. Material ID’s have nothing to do with lightmapping, however, you can use multiple material ID’s to give different materials to different parts of a single mesh.

many thanx!

The question with the material IDs was a seperate question :slight_smile: i just wanted to know if i can also use materials IDs in UE4 cause i have no idea how to apply different materials to one Obejct in UE4 even when the material IDs was set in Max for this object.

Oh, ok. :slight_smile:

For the dialog box, click Abandon and proceed to the next UV channel.

sorry but i still have a issue, after creating the UV Chanbel ond and two i get this error message in UE4…
I checked the object within UE4 and it shows the UVs in the editor without problems UV Channel 0 and 1…

Make sure lightmap channel of the object is set to 1 in Details panel in the static mesh editor.

Extend Static Mesh Settings on the right side(in Details Panel) and you’ll see the setting for lightmap channel.

Then make it 0 and give it another try. Apparently you stored the non-overlapping UV’s to the first channel.

I have UV Channel 0 and 1 in the UE4 editor, 0 is like 1 in max and 1 like 2 in max. So i guess everything is like it should be but i get still thiss error message when creating build…

It is set to one…

in both UVs Channels are no overlapping UVs… booth look almost the same… no overlapping

After changing the 1 to 0 the issue is still there…

The issue was created by another object… sorry i just checked the name and realized that this is not the imported object but i have still a problem with the lighting. The build process works without any issue now but the result is a bit funny, i have some massiv shadow problems like dark ares on the top etc…
I will post tomorrow a picture…