Hey guys! This is a wall model, the UVs are overlapping, so the texture should be wrong, but the model texture is fine, I don't know how this is done. Thank you!

Hey guys! This is a wall model, the UVs are overlapping, so the texture should be wrong, but the model texture is fine, I don’t know how this is done. Thank you!

My guess is that there are multiple UV channels and you’re looking at the wrong one. Usually channel 0 is the texture-vertex layout, channel 1 is the layout for lightmapping, and this must be something else.

its just a texture, and those uv islands are just overlapping to match along some mortar and brick lines.
There is nothing bad with overlapping uv’s as long as its not the lightmap. lightmaps cannot have mirrored/flipped/overlapping normals but for textures its fine.

You have dynamic lighting (from a stationary directional light for example) instead of static lighting (all static lights). If you build the lighting with static lights it should probably start looking wrong during runtime