UV Issue when converting BSP to Static Mesh

Hi,

I have created a large building complex out of BSPs, when I convert it into a Static Mesh I get distorted UVs (see the images attached of how it appears after the conversion). Since I have put a great amount of work into these building parts I was wondering if this issue is going to be solved during an upcoming update of the engine? Is there a quick solution to this inside UE4.11 ?

Looks like I solved the majority of UV overlaps:

Static Mesh Menu:

  • “Use Full Precision UVs”

  • “Apply Changes”

Make sure to do that to all meshes and overlapping models or you’ll still have UV distortion (my mistake was, that I only did it for a single mesh and for some reason it only works if this is applied to all custom meshes)

I hope this is helpful to someone.

using full precision uv’s is actually slightly more performant heavy than regular uv precision.
best suggestion would be to just recreate the mesh in blender/max/maya/modo/whatever as ue4’s bsp system isnt set up to be a modelling tool.