Hey folks, so I've been wanting to do this for a while but I finally got lit spheres working in the UDK. Below are 3 screens (including the shader).
I also figured out a hacked way to get the lit spheres working in world space instead of camera space (the material has a switch built in). It involves stretching the image so it wont look nearly as nice as the camera space, but it could be used to apply "gradient lighting" (new term, just made it up) to a scene instead of a costly high memory budget cube map. Think a tiny image that helps tell your shader colors to add to the top or bottom of the image
Credits: For the vector rotation code go check out CommanderKeen's work over here: http://www.polycount.com/forum/showthread.php?t=97779
The model and normal map belong to Epic, and the lit spheres I use to test were from this post by Peppi here: http://www.polycount.com/forum/showthread.php?t=68125
Hope this is useful to someone! Cool for environment unify work, or for testing details on your model!