Description

When importing a static mesh with a second UV channel setup for the lightmap the second UV is no longer being automatically assigned as the lightmap coordinate index. In 4.12 the second UV detected in the FBX would automatically be assigned LM Coordinate Index 1.

Working: 4.12.5 CL-3039270
Broken: 4.13 CL-3106830
Broken: 4.14 Dev-Main CL-3109838

Steps to Reproduce

1. Import any mesh with a base UV for textures and a second UV for the lightmap (Use the attached asset if needed)
2. Uncheck Auto Generate Lightmap UVs in the Import options window
3. Open the static mesh once imported
4. Look at the Lightmap Coordinate Index assigned

Regression: Yes

Results: Lightmap coordinate index is no longer assigned on import to UV channel 1.

Expected: When importing a lightmap UV it should be assigned to channel 1 by default.

Have Comments or More Details?

Head over to the existing Questions & Answers thread and let us know what's up.

0
Login to Vote

Fixed
Fix Commit3190113
Release Commit3190113
CreatedSep 6, 2016
ResolvedNov 8, 2016
UpdatedApr 27, 2018