Texture resolution randomly dropping

As the title, textures existing in the editor for some time already suddenly drop in resolution, while others still look fine, they have not been updated or changed in any other way. It seems to happen to random textures at starting up the project. The textures are 4k if that matters. It’s possibly material related as it happens to basecolor, normal, and occlusion/roughness/metallic, all at the same time.
Any ideas to a solution to this?

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While i’m at it i also wonder if anyone still does uv2 lightmaps in Unreal, and if it’s still possible to use it any hints to how to use it in the editor?

All you need to do us set up another UV channel, and either use the same uv’s you did for your textures, or make a new one from scratch.

https://www.youtube.com/watch?v=gMXye-JhCyQ https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/LightmapUnwrapping/

can be many things, your engine settings, a weak gpu, strange mipmap configurations, very heavy scenes.

and yes, most people still create lightmaps in unreal.

Hmm, well it seems to be something with the blueprints with meshes not updating correctly, if i go in and manually replace the meshes it looks fine. For now at least.

I don’t mean lightmaps created in unreal, i mean lightmaps baked outside unreal and overlayed on the model in channel 2 in the uv’s. I can’t seem to find any tutorials or descriptions of how this works in unreal, how to set up the material etc.

Yes it’s not a problem creating them, the problem is applying them correctly in Unreal, i have meshes with multiple materials on, so i’ll need a “lightmap channel” in my material that uses uv2 and overlays it on top of the original texture, and then apply the lightmap to each of the materials that the mesh uses. This is the part i could not figure out. If you got any ideas let me know! :slight_smile: Otherwise thanks for the tuts.

ah, in the mesh viewer (double click on a mesh in the content browser) on the right there should be an option to set the lightmap uv channel.
keep in mind that ue4 starts with uv0, so uv1 in 3dsmax is uv0 in ue4.

just set it to whatever uv channel you want your lightmap to be, or where you stored it.
(we can have up to 16 uv channels if im correct)

Nah, while there is a material node in ue4 that makes it visible, ue4 adds it under the hood without any input from us :slight_smile:

no, you dont need to create a texture for it, all you need to do is assign a uv-channel so ue4 can generate the lightmap when it bakes lighting.

Thanks, i believe i tried that too without making any difference, does the lightmap go into the AO channel in the material?

Ah ok, so is there a specific naming convention for it?

Haha, i need to know if it’s possible to apply a prebaked lightmap from outside unreal to the material? :smiley: If not, then we’ll have to use the unreal automatically generated lightmaps. :slight_smile:

ahh you can, but it might influence the PBR system ue4 uses.
best way is to just multiply it with the albedo texture.

just use a multiply node.
that said, using modular pieces and baking down one large asset would… be useless. in that case I’d let ue4 generate the lightmaps as well.

Do you know how? Yes normally i would put the AO in the diffuse, but as i have modular pieces that need to be baked as one large asset it won’t be enough.

Ah, I’ll look into it again. Yeah i’m thinking it’s better to just use the generated ones. Thanks for your help!