I’m having a couple issues when baking lighting with static meshes. The image below encompasses both of them. The mesh on the left is not being lit at all and the one on the right is essentially unlit with strange artifacts.Additionally, the right mesh remains visible when lighting is rebuild without any light sources and appears to slightly illuminate BPS around it (though that may be an unexpected effect from my BSP materials).
Both of these meshes were exported from UDK as .FBX but they worked fine there. Has this been a common issue so far regarding UDK export compatibility?
I did not have an importance volume. Having tried it now, it has had no effect. Both meshes have lightmap UVs and I’m not getting any errors when building.
Do you have a lightmass importance volume? And have you checked the lightmap UV’s of those meshes? The one on the right looks like it has overlapping UV’s
Did you check the light map uv’s or just assume that they are correct because they were in UDK? From my experience UDK stored lightmaps different to how UE4 will use them so I ended up redoing allot of lightmaps after. export - obj to fbx convert - redo lightmap - import to UE4