Why are there seams in the lightmap between static meshes? I thought unreal was good at handling static mesh models

Hi Swiss_Cheese9797,

Unreal is exceptional at handling lighting, but not without first properly setting up your meshes UVs and adjusting the proper settings in the Lightmass settings in the World Settings panel.

Using simple default settings in the editor without prior knowledge of the lighting system can take some time to get right.

I would suggest starting with this documentation if you have not already: Lighting Tools and Plugins in Unreal Engine | Unreal Engine 5.1 Documentation

Also the information here about lightmap UVs can be helpful when using static lighting to get the best results: Understanding Lightmapping in Unreal Engine | Unreal Engine 5.1 Documentation

Thank you!

Tim