This is the documentation for Enlighten.

Lightmap lighting

Enlighten lightmaps provide diffuse indirect lighting for static actors.

The image below shows how Enlighten maps lightmaps to surfaces.

Each colored area is a chart, a continuous area of the lightmap UV space. For example, the blue wall is one chart. There's usually a hard edge in the Enlighten lighting where charts meet, such as the edge between the blue and orange walls in the image above.

Enlighten lightmaps contain only low-frequency indirect lighting and require much lower resolution than traditional, baked lightmaps.

The default lightmap resolution is one pixel per meter; this is more than enough for high-quality indirect lighting. Instead of specifying a fixed-size lightmap for each mesh, you can specify the size of a lightmap pixel in world units and the UV layout automatically adjusts. The more pixels you use, the higher the Enlighten lightmap cost. You can adjust the lighting resolution to find a balance between cost and quality.