[Help] Missing Color Bleeding When Using World Space UV's

I seem to have run into an issue where indirect lighting is not baking if I use World Space coordinates for my UV’s.

I want to do some prototyping in the FPS Template so I’ve setup a grid material, and would prefer to have the grid line up via world space UV’s. Not getting any indirect lighting from lightmass both BSP’s or Static Meshes. Any way to get around this?

Material here: World Space Material Indirect Lightmass Problem posted by anonymous | blueprintUE | PasteBin For Unreal Engine 4

Thanks for your help guys. I simplified the material and used the WorldAlignTexture function instead of building my own. The downside is that I have to use a texture object, but its not big deal.

I think the problem was the way that I had set up the World UV and not the material color because the end result was very orange still. The setup now I have works just fine.