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Why does my static mesh have so many problems after I create it from a box brush?

So I am using a box brush to create my floor.

https://gyazo.com/111da5f4d919812949a52d3b155ef294.png

I need to be able to set custom collision channels on it, so I will now make it into a static mesh.

Now the floor is extremely dark, and I don't know why. It says "Object has wrapping UVs."

https://gyazo.com/6453df3c35ef59725a87655e5ad36eb0.png

I also can't get a nav mesh to work on the static mesh. It just never generates the navigation field.

https://gyazo.com/8518d3a16d55e259321742410866685c.png

(The nav mesh is currently selected)

Is there a different way to go about this? Before I was just using the default Cube and putting textures on it, but with the box brush I can more precisely change the length, width, and height of the shape; and the texture isn't stretched out on the brush like it is on the default cube.

Product Version: UE 4.13
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asked Nov 13 '16 at 11:44 PM in Using UE4

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Snowl0l
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your question is also rather the answer. You have so many problems because you used a box brush to create your mesh.

the bsp system in ue4 is NOT made to be an alternative to modelling in a 3d program like blender, modo, 3dsmax, maya, etc. Its uv's will be hideous, its normal alignment atrocious, and poor control over uv-unwrapping.

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answered Nov 14 '16 at 08:34 AM

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Luos
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avatar image Snowl0l Nov 14 '16 at 07:38 PM

But even when I create a static mesh out of my brush object, the nav mesh never generates the navigation field. (the green part). Is that not a bug? Or am I just doing something wrong? What's the difference between a static mesh created from a box brush and a static mesh imported from 3ds max?

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