Ah, you're right about the reflection vector, I think I might have forgot a world transform node after the reflection vector that might have made things confusing.. I read somewhere it was needed. On the other hand, is a world transform node needed for a dynamically lit object? Tbh. I have no idea what it really does.…
I did bake it correctly, and none of the mesh was deleted. In fact the character mesh I made looks right in most renderers even Marmoset Toolbag I think can handle it. It's just UDK that doesn't seem to support mirroring in a good way and I was curious if there was a way around it. I'll see if I might be able to post some…