object has overlapping UV's

I’m wondering what the trick is here, I’m getting the error ‘object has overlapping UV’s’ after building the lighting, although I figure this would not be an issue with a static mesh that has been imported (.fbx) from Max, with a multi-sub object material designating a material for each mesh (and uv map) in the object. I have used, what I believe to be, the same workflow in the past without receiving this error.

Hi Patrick,

Thank you for your report. There are some known issues with receiving UV overlapping error messages. Most of these issues’ fixes will be implemented in a future build, but any additional information may help. Do the object and lighting look correct after the message?

Thanks,

Alexander

It seems like the difference is importing as a skeletal mesh

No, the object’s lightmaps are overlapping in the viewport. So the shadows are appearing from all sorts of directions.

Alright, I would like to investigate this further in my main build and Beta3 to make sure that this is a resolved issue. Would you be comfortable sharing the asset in question? Or if not, could you explain step-by-step how you exported/imported the object?

Thanks,

Alexander

Ive had this issue myself, its because 3dsmax overlaps the UV’s for texture space but the engine doesnt like that because it doesnt generate lightmap UV’s so it spits a warning. Thing is everything looks fine before the build button and the warning appears.

Yeah, after importing it as a skeletal mesh, the issue went away. So I tried importing a new asset as a static mesh, and after compiling, I do not receive the error. I tried making an altogether new test object (I tried attaching, but it says that .fbx is invalid?), which has two material groups (through the multi-sub object material) and UV’s in the same UV space (0,0) but this does not generate errors either. If I do come across the issue again, I will send you the file.