Experiments with light conditions and vegetation in Unreal Engine 4
Some extra work to improve the tall grass here... It's actually a combination of four different Speedtree assets. Two kinds of tall blade clusters, an intermediate size cluster to give some volume and a dry and short cluster.
The only assets with lightmaps in this scene are the abandoned building itself and that tree inside it. I needed static lighting on that one to generate some indirect shadows on the wall... The rainy version is 100% dynamic though.
I've also experimented with some weather animations here. Just a short test...