I’m in the process of converting a UDK game over to UE4 and I really miss being able to have lighting bake to the vertex rather than UV’s It’s perfect for many common game assets such as:
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Cables - these are often long and if they have bends in them they have good vertex distribution and density. If they often don’t have a good place to have a seam in the lighting especially if they are suspended in the air. If they are long then square lightmaps either mean having seams or wasted UV space. Baking the lighting to their vertices eliminates the seams.
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Grass blade patches (and other foliage) - with lightmaps you get lots of lost space due to having to have padding around each blade and if you have several grass patches with different sizes and number of grass blades you get inconsistent lightmap density across them. Using vertex baked lighting you get great consistency across all grass blade meshes whether a static mesh is a single blade or a large patch of grass blades they will all light the same. Grass and other foliage are often modeled with many vertices in order to move smoothly with wind and have smooth curves so they have often have plenty of vertices and good distribution.
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Generic Natural objects - ie - Rocks, Ice Chunks etc. These are often modeled in zbrush and end up having a relatively even vertex distribution some natural chaos particularly when using retopology tools like Decimation Master. Many of these types of assets are made to look good from all angles and made to be used at all rotations with no bottom etc. As such there is often no good place to have a lightmap seam that will work for all rotations and uses of a single rock. Using vertex baked lighting can be great in this case.
I hope you consider bringing this great feature of UDK / Unreal 3 back! Thank you, let me know if you would like any screenshots or asset files etc.