blender → expot as fbx → import in UE4
but why is the model black?
because i have not a uv map or normal map linked to the model?
blender → expot as fbx → import in UE4
but why is the model black?
because i have not a uv map or normal map linked to the model?
When you import the model, are you ticking invert normals or anything at all? Also, can you try and import with the materials ticked aswell and see if that makes a difference?
but movable needs more hardware power - that is not good or? and yes - your idea works good!
Hello the reason this is happening is the model has pre baked image maps. So when you add light sources. You need to change a setting under the light. Change under transform the mobility setting to Movable from stationary.
Hope this helped
Regards, Cyber Mobile
your answer isn’t working.
If you want static lighting your objects need to have a UV channel with no overlapping faces You can check out Lightmap tutorials(either for UDK or UE4) on the internet if you don’t know how to set it up.
thank you