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.
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."
I also can't get a nav mesh to work on the static mesh. It just never generates the navigation field.
(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.
asked Nov 13 '16 at 11:44 PM in Using UE4
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.
answered Nov 14 '16 at 08:34 AM
Follow this question
Once you sign in you will be able to subscribe for any updates here