UE 4.9.2 UV channel 1 doesnt apply

im trying to change the uv to channel 1 in unreal 4.9. i can select channel 1 from the dropdown list inside the static mesh on the top toolbar but it just gives me a preview of a beautifully generated uv with no way to apply that uv to my object. do i have to go into 3ds max and make my own uv or can i use this beautiful uv preview generated by unreal?,

Hello Haiboku,

UV’s are assigned to mesh’s in external 3D software. The UV channel you see is simply a preview that UE4 calculates for you to visualize inside of UE4. The UV’s that you create in an external program can be calculated and manipulated into a way that fits the mesh the way you want it and provides more control.

I believe the UV preview is not able to be applied to your mesh in the way you are wanting.

ok :frowning: thanks im currently using 3ds max i made another uv channel in 3ds max and imported my mesh and then uv channel 2 shows on my unreal. so i applied that by changing the lightmass coordinate index to 2 to match uv channel 2 and i still get overlapping error. i believe this issue is because the static mesh i imported is a lot of connected objects. would importing them individually fix this? also i have taken the complex static mesh and made a class actor blueprint out of it and the overlapping uv error disappears. i don’t believe this actually fixes the the light photons because the shadows within the mesh still look askew. can anyone confirm these things?

If you would post a screenshot of you UV’s I will be able to narrow down exactly what is causing the overlapping. UV’s that are too close can also cause overlapping.

I am linking you to our documentation on UV unwrapping and how to set up and troubleshoot for importing into UE4.

If you static mesh does have multiple objects and those objects UV’s are over the others then yes this would cause overlapping issues.