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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!

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asked Oct 20 '17 at 09:59 PM in Using UE4

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SocialistSnek
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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

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answered Oct 20 '17 at 10:32 PM

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Daher
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avatar image SocialistSnek Oct 20 '17 at 10:49 PM

I had already tried using the smart uv project and unwrapped it, both the diffuse material and the lightmap, and I just tried using the lightmass importance volume, and it did not work. Thanks for the fast response though. Heres a screenshot:

[1]: /storage/temp/217422-2017-10-20-4.png

2017-10-20-4.png (386.1 kB)
avatar image Daher Oct 21 '17 at 12:25 AM

mind sharing the model to see if i can find the problem on my side?

avatar image SocialistSnek Oct 21 '17 at 01:53 AM

Here you go

[1]: /storage/temp/217426-stonebrickwall.zip

avatar image Daher Oct 21 '17 at 03:57 AM

Ok.. so, just imported it and i cant see the mesh black, its ok to me alt text

avatar image SocialistSnek Oct 21 '17 at 11:06 PM

I've tried again, and it still does not work, any ideas as to why this may be?

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