Coming Back with a test, prerendered ShadowMaps.

I know. I wanted to test it out for stuff like water and mirrors. Couldn’t find where to turn it on and realized it was moved contrary to what is written in the ue4 docs. So decided to leave a note incase someone else can’t find it. It might be a problem getting some subtle good irregularity roughness details for mirrors though.

Delayed…

Any ideas for a good way to implement a shadowmap like this into materials?

I´m trying to create a workflow using one shadowmap for each asset.

What could be better: instances, functions…?

By creating a Master material with a parameter AO texture for your shadowmaps ?
You can then instanciate your Master material for each asset and change the shadowmap/AO input (can also be used for all texture inputs ofc).

This works great with ambient occlusion, shadows, color, etc. Make sure when you bake you do not bake reflection channel… as these need to be dynamic inside of UE as the player moves around the object. I bake AO quite a bit in Vray and then apply the maps inside of UE. Unreal Engine Architectural Visualization Interiors - YouTube at 2:15 that scene is almost 100% baked in Vray and applied inside of UE with no lightmaps. (did this when I was first learning UE materials and lighting). Including ceiling and floor.