I have a room that I want to import in Unreal Engine 4.

enter image description here When I do it, I apply a material to the walls (for example), and the walls look like this:

enter image description here

My question is, how can I map the object to the unreal engine material? I've seen some tutorials but I don't specifically know what I must do, since I only apply the material in Unreal.

  • \$\begingroup\$ Your mistake was not adding an image to your uv mapping to see why it looks like that. \$\endgroup\$ – Sidar Jul 6 '17 at 5:28

I guess yo don't understand UV Mapping.

Let's say you have one texture, for example a brick texture. Since every wall should have the brick texture, you have to map all quads of the wall to the [0,1] UV Space to fit the texture. enter image description here This is the original UV setup. similar to yours. To "distribute" the texture evenly on the faces, you need the faces to fit in the [0,1] UV-Space. enter image description here Here I only did one side of the object. As you can see, the left side is now properly textured. enter image description here Here I did the same for the second face. The UVs are now overlapping!

In your example mesh, some faces don't need the [0,1] space completely. Play around until it fits your needs.
Overlapping UVs are no Problem for the texutre Channel. You need a second UV Channel for Lightmaps. There you can't have overlapping UVs or UVs that are not in [0,1] space

For creating lightmaps (proper UV setup for them) look at this: https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/LightmapUnwrapping/

Edit: Here's an example of a mirrored UV Map: enter image description here Each side of the mesh uses the same UVs


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