I had to do a lightmap for an enviroment quite recently , and screengrab it from max. I used Xoliul's shader for everything. Also i tested that you can put the AO map in the lightmap slot and works just fine. It might require a bit of tweeking though.
I think you need to enable lightmaps. right now you seem to be using vertex lighting, which simply doesn't cut it nowadays. In unreal, you can automatically create lightmap UVs within the editor, but its always best to make them yourself.
Do you have a seam in your lightmap uvs there? Try stiching them together. I had a similar problem and that fixed it for me. Other things I can think of, that could be causing this, are overlapping uvs or bleeding caused by a small lightmap resolution whitout enought padding for the uv islands.
Thanks, but while upping the lightmap resolution fixes the problem at first glance temporarily, after building lighting I still have the same issues. I'm pretty sure I need to fix the layout of my lightmaps themselves, snapping the edges of the shells to the grid and ensuring there are enough pixels in between.
I tend to split my uv on lightmap channel where there are 90° angles, imo the result looks better even if the lightmap is very small. Now i wonder if vertex color wudn't be a better choice for this kind of stuff like here : http://www.polycount.com/forum/showthread.php?t=68238
Make the sun a dominant directional light. Won't help with build time much directly, but as the shadows are created in realtime (appears to blend between two lightmaps) you can drop the lightmap resolution considerably and retain those nice shadows. That is, of course, if you're not already using one.
Been million times : https://answers.unrealengine.com/questions/95423/lightmass-with-bad-shadow.html https://forums.unrealengine.com/showthread.php?8491-Baked-Lighting-Variation-Between-Static-Meshes http://www.worldofleveldesign.com/categories/udk/udk-lightmaps-03-how-to-fix-light-shadow-lightmap-bleeds-and-seams.php
I personally think the lighter scene looks a lot better than the first pass. I would say your lightmaps could maybe use some cleaning, but I'm not great in lightmaps myself, so I could be wrong. The models are looking pretty good though :)
Sounds like the updating lightmap UVs problem. After reimporting the updated ase you need to open up the static mesh editor and reset it's the LightMapCoordinateIndex back to 0, then back to 1 (or whatever channels you are using for lightmaps), then rebake the lighting. That should do it, hope that helps.
peanut™ Alex Galuzin Pretty much nails it in this 4 part video tutorial series, definitely worth taking a look at. [ame=" https://www.youtube.com/watch?v=3eDjhOtiyuo&list=UUHuzwCBMsExSsORBmDzhGYA"]UDK: Lightmap Basics - Introduction to Lightmapping with UDK Part 1/4 [Tutorial #18] - YouTube[/ame]