Beast lightmapping: are hard transitions unavoidable when there's a seam?

As you can see, it has soft lighting except where there’s a UV seam. There’s nothing for the bilinear filtering to blend. Is this unavoidable? I really like the effect I was getting, but if doing the UVs by hand or hand painting the lightmaps to fix it is the only option, I’ll have to reconsider the direction I’m going.

I have smoothing angle set to 0 so that I get that desired hard-ish lighting in the first place – otherwise it tries to look like a sphere. In the ‘generate lightmap UV’ options I’ve tried messing with all the sliders and none of them have any real effect on the seam. I like the way the lighting is blended around the edges so decreasing hard angle misses the point because it makes everything hard. It’s not a bleed issue, so padding doesn’t work – is there a way to get Beast to pad with neighboring values (whatever is across the seam) instead of just extending that face’s values?

Having the exact same problem.

It doesn’t matter how the UV’s get laid out, there will always be a seam somewhere and apparently that means there will always be these ugly artifacts.

How can the light mapper be generating these results? It’s like it’s ignoring the surface normals. Is there any solution other than doing runtime lighting on the foreground?