Lightmap tiles on mesh hmmm.
Floor tile lightmap unreal.
Granite for unreal already supports heightmaps and displacement maps so we might add automatic terrain support soon.
That s the basic setup.
One work around you can do is to put a very simple detail mesh over the seams between tiles.
I will try.
18 important principles for creating using lightmaps lightmapping basics docs ue4 lightmass global illumination.
Ue4 answerhub lighting problem on modular floor tiles.
I was looking around the unreal source the other day and inspired by some excellent breakdowns of how popular games render a frame i thought to try something similar with it as well to study how it renders a frame with the default settings scene setup.
For a floor it can be more efficient to create it in this way than to let unreal unwrap it for you automatically.
In the real world it s common to cover gaps between sections of floors with a floor joint cover.
Now we can export to unreal.
Ue4 answerhub bug lightmap color continuity issue.
This is part 1 of the how unreal renders a frame series you can access part 2 and part 3 as well.
Unreal forum lets make lightmass epic and understandable unreal forum modular asset lighting problem.
I am a long time lurker but first time poster here.
We have already hooked up granite to unreal s lightmap system and we re looking into unreal s terrain system.
This feature assumes that the fist channel or default channel is a texture uv map and will create or replace the second channel by cloning and nesting the texture uv map so that there are no overlaps.
This uv map will be used to bake the lightmap.
I ve created separate uv s for each of these objects and have imported them into unreal as one model.
5 1 autogenerate lightmap uvs in unreal engine unreal engine has a feature to automatically generate lightmap uvs upon importing.
Editor utility blueprint for spawning hlod lightmap importance and reflections captures volumes fully customizable and non destructive workflow by arranging differents part of building in blocks prefabrication support to arrange entire buildings or parts of buildings in reusable assets to create almost infinite structures.
For example future releases will have even more control over performance.
In the official mobile temple demo they have sections of walls but at every seam they cover it with a column detail mesh.