Lightmap Question: Return of the Weird Shadows

So I have a building made with bsps that’s converted to a mesh. This is the usual strange black shadows that are appearing on the walls and the built-in shelves:

  • Lightmap Resolution is 512.
  • Use Full Precision UVs: True
  • Recomputer Normals: True
  • UV set to Channel 1
  • Generate Unique UVs on Channel 1
  • Lightmass Importance Volume is set up around this area
  • As a test, I increased the resolution to 1024 but it didn’t affect it at all.

Usually increasing the resolution fixes this issue… but not so this time. I am guessing because this Mesh has all the detail work? What can I do within Unreal to fix it or must I use 3ds max?

Hi,
Can you post a screen shot of your meshes generated uvs on channel 1? If these are generated in UE4, this could be the cause.

Thank you!

Tim

Hi Mandilorian,

Since I’ve not heard back from you in a few days on this I’m going to mark this as resolved for our tracking purposes. If you’re still having the issue feel free to post here and I’ll assist.

Thank you!

Tim