Foliage + Lightmaps is broken/bugged/dysfunctional - Detailed explanation

How is storing 31k variations of tree lightmaps more efficient? Even if they are low res, that’s still an insane amount…

In my opinion, I’d just fake a cavity/AO map into one of the texture channels, disable them from lightmapping, vertex paint the terrain near areas that need more shade and call it a day.