Lightmass won't bake lighting for staticmesh when LODs have overlapping lightmap UVs
So this would seem to be an overzealous warning/error I get after building with lightmass:
I've been testing this for a while, across versions of the engine. The editor apparently checks every LOD on a static mesh for overlapping UVs to produce this warning, however lightmass only produces a bake based on the UVs from LOD0?
There are plenty of reasons, practical and artistic, to use overlapping lightmap UVs on object LODs. If it's not a bug, it seems like a hamfisted way to get artists to produce "clean" artwork, and it should be rectified.
I assure you there is no hamfisted-ness going on here and this is definitely not a bug. :)
Overlapping UVs are common and well used by many game developers for their UV channel 1. However, you will need to make sure you have a second UV that is used for lightmaps. This will bake your shadow and light information for your asset.
If you have any questions feel free to ask! :)
answered Aug 18 '14 at 06:02 PM
Tim Hobson ♦♦ STAFF
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