What is wrong with my UVs?

So I tried a process to generate unique UVs within the engine. My process was, 1. UV channel 1 to save results 2. Max Stretching to 0.0 3. Apply and change lightmap coordinates to 1 4. Hit save and build light I get the results shown and it looks terrible. I tried importing a mesh as a skeletal mesh instead of static and the lighting is generated automatically and has no issues, but I cant seem to get collision to work with the skeletal meshes. (it will work with some meshes but not with others, maybe i have to import each mesh separately with its own physics actors, idk.) I have read that the best way to get this fixed is to UV map within the 3d modeling software. I could do that but I think it is very tedious and annoying, especially if i am just going to use some default materials on some meshes. Please what would be the best way to fix this without having to redo my entire scene.

Honestly didn’t read all that but looking at the image you need a second uv if you want it to look right. Lightmap resolution needs to be increased. If you want your models to look good you’ll need to put in the work. Skeletal messes are lit right bc they don’t use lightmaps bc they are dynamically lit. Static nonmovable meshes need to be lightmapped.

Using skeletal meshes works because it tells UE4 to see them as Movable. this means that it will be dynamically lit and does not need a lightmap/2nd uv channel. If you have a mesh that is not going to be animated or have a skeletal rig from a 3d program you do not need to import it as that. Just set all your lights in your scene to movable if you don’t want to do lightmaps (Not what I’d personally recommend, but it’s an option)

In your image there are several things that are wrong with your UV and with the lightmap. 1) the lightmap resolution is set to 32 which is not going to give a good Lightmap on any large object when you have pieces in your UV that are as small as they are. 2) you need to organize your lightmap better. Flatmapping (breaking apart your mesh by using a button in max or maya) is not the best way to layout a UV with that much detail. Every hard edge will get broken down and sized super small like it is in your UV. having a lightmap that is 32 (32x32 image) will not give a good size lightmap to bake shadows on pieces that are that small. you probably need a 512 to 1024 to even make an impact.

If you are unsure how to do a good lightmap there are some really good tutorials on WorldofLevelDesign.com under the tutorials section. If you just don’t want to deal with it. I would suggest setting your lights in your scene to be movable as this will dynamically light everything and no need for lightmaps but the more meshes that cast shadows in your scene the more of a performance hit you’ll get.

Lightmaps are the way to get a smooth running game and find a balance between things that are dynamically lit and those that are statically lit.

That was using the second UV channel with 0.0 Maximum Stretching. And I have tried to put up the lightmap resolution but it does nothing. Using the first UV channel, I dont have issues. And why cant I just make all my static meshes dynamically lit. Or just replace all my static meshes with skeletal. I tried to make some stairs with a skeletal mesh and it didn’t have any lighting problems. I just couldnt get collision to work on one half of the stairs.

Yea, I just upped my lightmap resolution to 500 and it has no problems now. The building is pretty slow but it works. It seems that I need to play with the resolution for each mesh to get it perfect. The wood part of the chair is a separate mesh entirely and it refuses to apply UV mapping because it cant convert it to a D3DXMesh, guessing it is too complex. Thinking I should replace everything that is too complex as a static mesh to be skeletal. Thanks for your help!

Just about everything seems wrong with this UV.
Seriously, UV it proper, even if its for lightmaps.

Glad you can see the difference now. Just remember that upping the resolution on the mesh is creating a greater performance hit (once you have a lot going on that is) than if you were to lightmap something in a good way with a good layout. You could have, for example, a lightmap that is around 128-256 that wouldn’t be nearly as big a hit. As you get more practice and experience you’ll see the benefit!

Take it easy and good luck with your project!