is there any correct workflow for using baked Light/Gi map from 3d software instead of baking light in unreal ?
for example i want render a scene with clay material in 3dsmax using v-ray but for shading i want use unreal materials , bump / reflection and …
is this possible to replace unreal baked lightmaps with my own maps ?
thanks
It’s not possible, the engine doesn’t support it for one, and the other issue is that besides the shadow map you need a directional map that will store information on the contributions from each light which allows for specular lighting, and that’s not something you can render within 3ds Max. You would also still need lights in the scene if you had any dynamic objects that need to receive lights and cast shadows.
thanks darthviper , i think specular issue will be solve if we make lights with exact location they have in 3dsmax and then make them to affect only specular , another problem is unreal dont let us to change lightmaps , if we have a chance for replacing them it will be solve for static archviz levels , the only solution i found is to add lightmaps to textures in materials for each objects, its a really crazy idea 
I don’t think you have the option to make a light only specular in UE4.