LightMap filtering and or padding to remove SEAMS!? OMG Yess!

Okay so yeah, I know how one would fix some of the lightmapping issues in Unreal 4 in relation to modular geometry and seams.
However I’m not sure how to find the functions within Unreal 4 if they exist.
Of coarse it will only work if we follow the base rules first , like setting up proper UV islands that are also snapped to a pixel grid like so …
I have a 128 x 128 UV unwrap here with all vertex snapped to pixel. Each face is snapped to 32 x 32 units. spacing is set to 10 units. ( plenty of room for baking Lightmaps , Yay!)

128 x 128 lightmap resolution set in Unreal 4 for the cube model.

Even with the above set up We get issues with the Lightmap density as shown in the screen below because there is some kind of padding around the whole lightmap texture or something, throwing off the alignment.

and the Lighting view!

So we counter balance this by changing the lightmap resolutionto 130 x 130…

You get the following screen when viewed with Lightmap Density! (since the Lightmap Density is equivalent to the pixels of a lightmap, everything aligns.

However!!! things are not so perfect in the world of real life. Just look at how much more worse that looks ! Ewwww Just Ewwww !

This happens because of the Lightmap pixel density is being aligned perfectly to the face of the polygon,The pixels are filtered to make things pretty, and the downside to that is having the pixels inside the polygon island blend with the “DIFFERENT COLORED” pixels outside the island.

The reason that the unaligned image looks better is because the pixels around the seams are cut in half to try and simulate a pixel color padding effect around the UV islands without actually adding real padding. both UDK and Unreal 4 add a extra pixel around the entire lightmap. (at least that’s what I think is happening)
Perhaps this was set up so that if a lightnmap texture filled the entire face of a polygon than you get the color pixel padding outside of the area to blend with so it appears seamless. Who knows?!

Here are my ideas to fix the seams issues for UV map islands…
A:
Have an option to Disable the filtering on the lightmap all togeather since the neibor pixels outside of the renderd UV island is blending with the pixels inside the UV islands of the lightmap.
Can this already be done ?!

B:
Use real pixel color Padding around the UV islands so that the pixels inside the UV island blend with pixels outside the island with the same colors.

Okay, so yeah! I found how to disable the Lightmaps filtering.
As far as Idea A goes:
World Settings>> Lightmass >> Lightmass Settings >> Drop Down arrow thingy (at bottom of Lightmass Settings that’s easy to miss) >> Lightmaps.

Click on your lightmap that you’d like to edit and than within the “Level Of Detail” rollout set the texture group to “2D Pixels unfiltered”.

And Boom!
However, we still don’t get a truly seamless texture, seems that the umm main color between blocks is off a tad, ahh well.

Would be nice if we could export lightmaps and be able to edit them manually to make them truly seamless than reimport them back to the engine.

I heard that UE4 actually crops a 1 px border around a light map, so a 32x32 would be a 30x30, is that not true?

Eeeee?
If setting up a 128 x 128 unit UV unwrap and adding 1 unit to each side in the model’s settings producing 130 x 130,
but yet the Model shows 128 x 128 pixels in the density view with the 130 x 130 , maybe we are adding back the cropped area?
This kind of melts my brain ! I hate You Unreal 4 Lightmaps ! !!