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How to set the Lightmap Coordinate Index in C++?

I am creating Static Meshes in C++ from ProceduralMeshComponent similar to how it is done here, that is:

 FStaticMeshSourceModel* SrcModel = new (StaticMesh->SourceModels) FStaticMeshSourceModel();
 SrcModel->BuildSettings.bRecomputeNormals = false;
 SrcModel->BuildSettings.bRecomputeTangents = false;
 SrcModel->BuildSettings.bRemoveDegenerates = false;
 SrcModel->BuildSettings.bUseHighPrecisionTangentBasis = false;
 SrcModel->BuildSettings.bUseFullPrecisionUVs = false;
 SrcModel->BuildSettings.bGenerateLightmapUVs = true;
 SrcModel->BuildSettings.SrcLightmapIndex = 0;
 SrcModel->BuildSettings.DstLightmapIndex = 1;
 SrcModel->RawMeshBulkData->SaveRawMesh(RawMesh);
 // Copy materials to new mesh
 for (UMaterialInterface* Material : MeshMaterials)
 {
     StaticMesh->StaticMaterials.Add(FStaticMaterial(Material));
 }

 //Set the Imported version before calling the build
 StaticMesh->ImportVersion = EImportStaticMeshVersion::LastVersion;

 // Build mesh from source
 StaticMesh->Build(false);
 StaticMesh->PostEditChange();

But when I look at the meshes created like that in the Unreal Editor, they all have their Lightmap Coordinate Index set to the channel 0, which is wrong, since the automatical lightmap UVs are created in the channel 1. How can I change the channel upon mesh creation in the code?

Product Version: UE 4.17
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asked Jan 28 '18 at 11:34 PM in C++ Programming

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Mtimofeev
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