Thanks, I’ll probably just go with the normal map route. Or avoid inset lights…
I have created custom content for the Sims before and while they do use wall segments, they also do use actual masking textures to fake holes in said segments. Translated into UE4’s material system I guess it could be done by having a texture sampler parameter for the opacity of a masked material and passing that mask texture in. (However this wouldn’t work well for ceilings because it’s very nice poly-count wise for them to be just one big plane of arbitrary size and UVs as opposed to several ceiling segments.)