Equal merged objects generate lightmaps errors since they will be sharing the same UV space. Export them as separate objects and group them togheter in Unreal.
unity has the exat same lighting solution integrated by now, called "beast", or "turtle" for maya, its all just prebaked lightmaps with lots of colorbounces :)
that's mip-mapping on the lightmaps. to turn off the mip mapping run the game with a shortcut like this:..\UDK\UDK-2011-07\Binaries\UDKLift.exe -MAXQUALITYMODE -NOTEXTURESTREAMING
@amadreaus: Create a 2nd uvchannel and throw an automap to that one. Its because lightmass doesnt support overlapping UV's in the lightmap. http://www.hourences.com/book/tutorialsue3lightmap.htm
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