HLOD seems to Generate Lightmap in the wrong UV Channel

Hello,

I’ve been trying to create HLOD, and when I export a specific LOD and generating Light Map UVs, it seems like the lightmap UVs are always generating in the the channel 0, messing up my texture UV channel.
Am I doing something wrong or is it bug?
Thank you in advance

Actors before HLOD creation :

HLOD parameters :

94078-01.jpg

Actors after HLOD creation :

UVs of one the HLOD merged actor :

Thank you a lot for your answer :wink:

Hey Guedin,

This is indeed a bug and has been reported as UE-29976. this is due to the UVs not being scaled to fit the correct bounds. Once the issue has been resolved, the fix will be added to the list of fixed issues for an upcoming hotfix or full engine release.

Let me know if you have further questions.

Cheers,

You are welcome. I appreciated the screenshots and detailed explanation. It helps with the repro and bug reporting process.

Any possibility this will be fixed in the 4.13 update?

Here is a link to the issue on the Public Issues Tracker.

UE-29976

Let me know if you have further questions or need additional assistance.

Cheers,