Missing Indirect Lighting With 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

Regular Object UV’s

World Space UV’s

I’m having the exact same problem right now. If I use my material using either local or world space it doesn’t receive any baked lighting.

I did manage to solve this issue eventually by taking a different method for my material

Thank you for posting your solution, will give it a try myself.