UVs and density
Prepare meshes
Generate or inspect the lightmap UVs before setting final density. A high resolution cannot fix overlapping or missing charts.
If generating UVs, choose a destination channel that can safely be replaced. Chart Padding is measured at the selected packing resolution.
Keep the actual bake resolution at least as high as the UV packing target if you want to retain that target's pixel padding. Baking lower reduces the padding measured in output pixels.
Match scene density
- Select the static mesh objects you want to compare.
- Set a target in Texels per Meter.
- Use Set Resolution.
- Enable Lightmap Density in the Visualize tab.
- Inspect small and large objects, then bake a test.
Set Resolution uses component overrides. Generate edits shared mesh assets. Keep that distinction in mind when tuning repeated meshes.
The tools are unavailable during play or when the selection cannot be processed. Let mesh compilation finish before trying again.
Reusing a baked Blueprint
For objects that need reusable captured lighting, use a lightmapped prefab. Duplicating a normal actor is not the same as authoring a prefab capture.