This issue has been closed as 'Won't Fix' due to an extended period of time without updates. If this issue is important to you please let us know by posting on the AnswerHub or UDN, and Epic will re-open the ticket for further review.
Some faces from the UV0 for the texture UV are not used when repacking for the auto-generated Lightmap UV even if the faces are split and visible in the UV0.
Attached example mesh.
1. Import the attached mesh
2. Use default settings to that the UV is auto generated for the lightmap
3. Add static mesh to a scene and build lighting
Regression: No
Results: Some faces will not be in the repacked UV for the lightmap
Expected: all faces should be repacked whether they are split or not.
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
How to delete some elements correctly when deleting an array loop?
UMG RichText not appear image when packaged
Head over to the existing Questions & Answers thread and let us know what's up.
1 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.11, 4.12, 4.13, 4.14 |
Created | Sep 20, 2016 |
---|---|
Resolved | Mar 30, 2017 |
Updated | Apr 27, 2018 |