hi,
i loaded my sbsar into ue4.6 and was shocked:
no working lighting at all

so the people the ue-forum told me, that i have to build an lightmap for every static mesh.
that was the second shock (because there are lots of meshes).
now, here are my questions:
1)is this the right workflow for maya-build-meshes:
- take the mesh in the maya uv-editor and create an extra lightmap-channel for the mesh
- export the mesh as an fbx
- import the mesh into ue 4.6
- apply the substance to the static mesh
2) how can i apply an lightmap to my substance (made in substance designer as an pbr/metallic rougness). Or comes the lightmap directly with the fbx-file into ue4.6?
thank you very much for an answer!
loopon