Static meshes appear black even though multiple uv channels
So in my level I have a castle scene and the wall are made of a mossy stone brick sort of material, and I made these wall in blender and exported them as a static mesh into ue4, and when I built the lighting, they either appear completely black or mostly black. I am almost completely sure that it is because of the sculpting method that I used in blender, since I have exported other models without using the sculpting method before and it worked fine. I have already tried adding another uv channel and I have looked at several different supposed fixes and none have worked. All help is appreciated greatly thanks!
asked Oct 20 '17 at 09:59 PM in Using UE4
I know you have tried "supposed fixes" but let me ask something, did you unwrapped that wall ? try using the smart uv project on the second uv channel if this doesnt work try adding a lightmass importance volume into the scene that covers your wall
answered Oct 20 '17 at 10:32 PM
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