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Lightmap Confusion

Hi guys,

These issues I'm having probably have a solution out there I could find, but I feel each of these issues may have multiple causes so I would really appreciate an explanation specific to the issues I'm having, to help me better understand the workflow in future.

So, I'll try to explain best I can. Setting my lights to stationary or static both give poor results with the window frame shadow I'm trying to cast on the ground. I've set the res of the frame and floor both way up high on production level but its just as bad. On static I was getting a sort of doubled shadow effect and my player mesh wouldn't cast a shadow, but I was able to prevent both of these by setting to stationary, but I still cant fix the poor shadow issues. They aren't the worst on the ground, but they are pretty bad. The pillars going up the stairs though are just awful, I just don't understand why. Also if you notice in the screenshot each step is not being illuminated by the moon light, the rest of the stair objects do, but not the step pieces set on each one. They are all duplicates but I separated the lightmap UV's. And why is it that building all at one point asked to apply the build but now it no longer does? alt textalt text So what am I doing wrong here? Can anyone give me a breakdown of the correct workflow?

EDIT: Sorry I wrote blurry shadow in my annotation when what I meant to say was low quality, i.e you can see the low quality of the light map.

Product Version: UE 4.12
2016-08-29 (1).jpg (787.5 kB)
2016-08-29 (2).jpg (670.5 kB)
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asked Aug 29 '16 at 02:33 PM in Using UE4

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