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Lightmap issues - AO seems to be low-res

I have the interior setup consisting of 4 static meshes.

They are just simple walls each with 2 UV Maps (one for inside of wall and one for outside) When I imported them to UE4 - I simply created two Materials linking Vector3 constant (with color applied) to Base Color and that's it.

There is two of those materials - for inside of wall and outside. This is one of my wall UV maps (inside and outside), others are identical just differently shaped.

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I've set lightmap resolution to 128 for each of these static meshes. The issue I have appears after I build lighting (even in prod/high quality) - AO and shading seems to be very low res and this is causing walls to appear somewhat dirty/cartoon-ish.

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As you can see in these screenshots - corners appear either black or somewhat blocky. Any suggestions as to what's happening here?

Product Version: UE 4.22
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asked May 04 '19 at 10:49 PM in Using UE4

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You didn't mention what quality you're trying achieve... I'm guessing the main problem will be that your meshes are not corner but face snapped. If you have 2 "overlapping" surfaces they tend to bleed... specially with low lightmap resolution as 128! Your lighmaps also not ideal: most of your space is wasted! So you're kind of using a 64 res lightmap!! ...I'm also guessing that you use compressed lightmaps which will cause "dirt"...

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answered May 05 '19 at 12:48 AM

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