Why does my mesh not light up after rebuilding light?

Hello,

I have created a simply low poly static mesh in blender. I did not create UV’s for it, I simply textured different objects 2 colours.

When I import the model in and drag it into my brand new C++ basic code template it is brightly lit and looks good as shown below.

However, when I rebuild the lighting as it asks me too, the model becomes very dark. As shown below.

I apologise if this is something very easy, I’m still new. I’ve tried a lot messed around with a lot of settings for an hour and haven’t had much luck. Any help is most appreciated.

Here is a link to the blender and fbx file incase you need to look at it. Thank you again.
https://www.dropbox./s/spfqkge3p54yjnf/PolyTree1_Textured.blend?dl=0
https://www.dropbox./s/e717tp3gmatxqc3/PolyTree1_Textured.fbx?dl=0

To add:
I do not believe any light map is being generated on either channel 1 or 0. Screenshot below.

When using baked lights you need a lightmass importance volume. But for the fun of it, when I get a second I’ll look at the fbx file.

the biggest problem with the model is there are no uvs. You need to unwrap uvs for unreal to work with the lighting and materials. I just did a quick smart uv unwrap and imported the model, baked the light and this is the result. tree on right has uvs unwrapped.

Hi EyeDee10Tee,

Yes that got it working, thank you very much.
Out of curiousity did you place any seams? And if so where on the model? Thanks.

I just used the smart uv unwrap option, it doesnt need seams. Since you just have solid colors it will work. if you ever place textures with color variation or noise or something like that you would need seams to project the image correctly on the model.

Thank you.