Description

Licensee reports change of behaviour between UE4 and UE5 when reimporting a mesh after changing its lightmap build settings.

Change of behaviour occurred in 17404767, which was to fix a similar problem.

Please see the UDN thread for more details.

Steps to Reproduce

Import the attached FBX, using one of the two below methods:

Method 1:

  • Do NOT turn on UV lightmap gen in the initial import window
  • In SM editor, should see base UVs in [0], junk islands in [1]
  • In LOD0 build settings, toggle on generate lightmap UVs, set source channel to [1], set dest channel to [1], click apply.
  • Should see packed UVs.
  • Select reimport: Current behaviour is everything gets reset; desired behaviour is leave the generated lightmaps alone.

Method 2:

  • If user turns ON initial lightmap gen, desired behaviour is to go ahead and pack the lightmaps into channel [2].
  • Doing so correctly yields initial UVs in [0] and [1], and new lightmap UVs in [2].
  • Reimport leaves everything correct.
  • Manually changing the maps from [0] -> [2] to [1] -> [1] in the build settings, deletes channel [2] and properly packs channel [1] as expected.
  • Desired behaviour is hitting reimport leaves everything correct, current behaviour reverts UVs back to initial state.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-185637 in the post.

0
Login to Vote

Unresolved
CreatedMay 11, 2023
UpdatedApr 1, 2024