Black Artifacts on StaticMesh after Build (Possibly UV Unwrap issue?)

Hi all, I’m quite new to this world, and have been learning for a month or so since. On to the problem at hand, I recently downloaded a Blender bed model and exported individual components into .fbx files (frame, mattress, pillows). When I import the .fbx files into Unreal, set a material and Build lighting, the pillows have these black artifacts all over the mesh as shown:

Here is my UV_0 and UV_1 of this StaticMesh:

I used the default setting for “UV Smart Project” in blender to generate UV_0 and Unreal generated UV_1 on import. I’m assuming this is a UV unwrapping problem, and there are too many triangles (49,980). Could someone point me in the right direction on fixing this problem like manually UV unwrapping or retopologizing the mesh?

Thank you.

For sure it is an unwrap problem.

For this particular situation (the pillows), I would make a seam dividing the object in half, and simply “U->Unwrap” instead of “smart UV unwrap” to get only two parts (like two rectangles), for each individual pillow. in a triangulated high poly object like that, the automatic unwrap will create a lot of small islands/triangles, that won’t match properly with the resolution of the lightmap and its own seams.

Hey , thank you very much for clarifying the problems. I now understand the basics of UV unwrapping and know what to look for next time. Thanks again.

Also, here are the Pillows now after manually unwrapping them: