Right, so it occurred to me that although easy, UDK's lightmapping isn't magic
, and as such that would probably be a good place to start dissecting the problem.
I went into the Static Mesh editor, and selected Mesh > Generate Unique UV's. Now, it's entirely feasible that I inadvertently changed the settings of the UV channel dropdown menus, as that's the only way I can think of I somehow ended up with four
UV channels on a single mesh?
So, despite the number of channels weirdness (and the very low lightmap resolution setting, which I upped to 256 for tests with the same result), I tried creating basic lightmap UV's for a similarly simple mesh (resulting in just two UV channels this time, not four), and the lighting still looks funky using a single point light.
So actually generating UV's for the lightmap seems to have been a step in the right direction, but this is how it looks with a point light set to a radius of 512, with a brightness of FIVE
At least the majority of the surface is visible, but I've got some serious shadowing happening (indicated in red) towards either end of the mesh (outlined in blue). Surely the light should be much more intense with those settings?
Any suggestions as to what I'm doing wrong would be awesome.