"object has wrapping uvs" error on static mesh (converted from geometry)
I'm whiteboxing a level and converted some sections of geometry brushes to static meshes as the sheer amount of geometry was causing issues for the engine (brushes turning invisible, crashes, etc.). However, the auto generated UV's for the lightmaps are all mangled up and on building gives the error "object has wrapping UV's", afaik indicating that UV's are overlapping.
Is there any way to set up the UV's differently so the lightmap for the static mesh comes out the same as it would on the brush? Or any other solution to make it less mangled? (something other than using an external 3D program to manually set up the UV's and re-import into the project, as this would drag out the whiteboxing process substantially)
(geometry/brushes left, static mesh on the right)
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