Objects Renders Black After LightMap UV generation

Hi! I am having an important issue here. I have models with no-overlapping UVs in channel 2 made with 3ds Max. However, when I import them into UE4, they become black after lighting rebuild. I tried using UE4 automating lightmap UV generator, but still doesnt work. Please help me!

Thank you in advance

Hi,

I would first make sure these settings are correct.

1 > Do you need UE to repack or not the imported UVs? If you did them in 3dsmax, probably uncheck that
2 > If above is turned on, specify to UE what source UV channel will be used to recreate a lightmap uv
3 > If 1 is turned on again, specify to UE on which UV channel will be stored the lightmap uv
4 > probably the most important, make sure you actually set the lightmap UV coordinate to the right setting. 0 equal first UV channel, 1 equal second UV channel which should be the right setting for your case

Hi! Thank you for your quick response. I havent noticed the Lightmap Coordinate Index!
However, I am not able to change any value. Whatever number I put, it goes back 0. Another funny thing is that in the Channel List from the top I only have UV 0

That most certainly means that you just have a single UV channel (index 0 = first uv channel)

Hmm I would then check…

1 - your 3dsmax export settings (I’m not familiar with it unfortunately, I’m not sure if you can control UV channels during export but it doesn’t hurt to check)

2 - what UVs do you currently have in UE by checking those options and compare with what you have in 3dsmax; same number of uv channels? same uvs? If not then something’s wrong during import or export

202896-ueanswerhub.jpg

Hi!
No. In 3ds max, they have two channels. In dependens, on the objects though. Some are imported with the proper UVs. They are all exported with the same export settings

Then did you check if you have two uv channels in UE with the highlighted buttons in the pic I shared?