HLOD seems to Generate Lightmap in the wrong UV Channel.
Export a specific LOD and generating Light Map UVs, it seems like the lightmap UVs are always generating in the the channel 0, messing up the UV texture channel.
Why does the REMOVE method of map container remove elements have memory leaks?
How does TextureRenderTarget2D get TArray<uint8> type data?
How to delete some elements correctly when deleting an array loop?
What controls of umg have mouse wheel events in UE4.27?
Why RevisionControl connect failed in Unreal5.4 but Unreal5.3 success
Why does the volume fog disappear from a distant view?
How to convert the datasmith scene file to BluePrint. Create animations in BluePrint.
Head over to the existing Questions & Answers thread and let us know what's up.
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Component | UE - World Creation - Worldbuilding Tools - HLOD |
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Affects Versions | 4.11 |
Target Fix | 4.13 |
Created | Apr 27, 2016 |
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Resolved | Aug 1, 2016 |
Updated | Apr 27, 2018 |