Why are my Static Meshes black even though lit?
I've been having this difficulty in my main projects, so I decided to make a small project in which to test the lighting for quicker turnover with light builds.
As you can see ( in the bottom picture ), the static meshes are all normal under preview settings, but, when the lighting is built ( in the top picture ), it turns most of the meshes black, and some, like the bookcase behind, become very splotchy.
I've seen other threads asking about this and have tried the fixes they mentioned - I generated other UV layers to make sure there was a UV layer 1 and 2, and I also reimported these meshes with the normals calculated by UE. I also tried changing the lightmap resolution, to no avail.
I'm at a loss. What am I missing?
Have you generated the 2nd uv channel in the UE4 or outside in a 3d program? + do you get any errors when you build the light?
Because normally this should be solved with a 2nd uv channel + proper lightmap :)
answered Jul 24 '14 at 07:34 PM
Have you tried changing the Light Map Resolution AND changing Light Map Coordinate Index? That's what works for me when this happens. Change the Light Map Resolution to 512 and set Light Map Coordinate Index to 1. https://learnunrealengine.com/fix-mesh-turning-black-issue-ue4-geometry-brush-converted-static-mesh-turns-black-building-lighting/
answered Mar 26 '17 at 01:47 AM
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