Object has Overlapping UV: Steps Reproduced

Greetings,

I am having issues with the error Overlapping UV. At first I thought it was because I am noob (and still am). What I am doing…

Steps, blank world:

  1. Create cylinder, default size
  2. Convert to Static Mesh
  3. Create blueprint with light resolution set to 32
  4. Generate UV

I can’t get any valid UVs even though they SEEM right. This is what tutorial I was using to judge.

Alright I answered my own question.

I went through the tutorial again and reread everything. UV generation in unreal is pretty bad and makes some interesting things occur. When generating new UV in Unreal it does a bad job unless you are modeling from the texture itself.

This video used Maya but I believe I am going to try working with Blender to see how it works better. I also found when generating automatically you sometimes had to bump up the lightmap resolution. I think this is because it was generating overlapping UV, but the error messages are still cryptic to me.

I think you misunderstood the role of UV’s in Unreal.

Generating UV maps is as integral to the creation process as modeling. Not just for proper texture placement but for light-mapping as well, since light-maps are textures. So laying out your UV’s properly, where none of the sides and top and bottom of your cylinder use the >> Same << uv coordinate space is very important for Unreal, unless you don’t care about lighting, in which case you may want to consider why you’re using a 3D Rendering system as powerful as unreal.

When Mirroring geometry this is especially frustrating as you then have to go back into the UV’s and mirror them and re-lay out the UV’s for the geo you just mirror’d. If you’re using maya look at what happens to the UV’s when you create a default cube / cylinder / sphere, all the sides / faces have their own unique UV space. Something trickier to chase down is when you have uv’s that are on a really small sliver of a triangle, sometimes the precision isn’t there, or it looks like it’s overlapping so, make sure you build clean Geo.

UV Generation in unreal, adds a UV channel to the mesh, sort of like Photoshop’s layers, which is for things that need to be mirror’d in UV space, because of size, texture resolution etc… but for the lighting to work it needs to be laid out differently.so what unreal does, it projects a plane onto each Polygon, and sees how much distortion is in the uv’s and if little or non,. It puts it onto the map. If it has too much distortion, it re-projects from another face, and splits them up. This is to create unique UV space, without having to force you to go back to your modeling program, and create a new UV, for lighting.
It’s a Get out of Jail Free Card, not really a workflow. This then allows it to use the secondary UV’s to use for lighting, while the primary ones go for Shading (Diffuse Color Etc…)