Ok guys I have been looking for fixes for this for the last week and to be honest I am pretty sure I tried every suggestion given in this forum and the unreal forums in threads with similar problems.
I have yet to find a efficient solution, I have tried all kinds of uvw unwrapping (spaced by 10 pixels and spaced by 200). The material is basically almost white as diffuse and some noise above 0.8 in roughness, and I didnt bother find a different diffuse because the walls are supposed to be white and otherwise if I switch it defeats the purpose.
Its really odd since the faces are literally perfectly aligned and on the same place, same material, same uvw and I cant explain why this happening and the light doesn't bake uniformly.
Is this an engine problem? I have tested this with assets from modular packages on the marketplace and the same problem occurs between assets who should fit perfectly.
Any hints would be greatly apreciated.
Thanks
Replies
If this is the case, you may be suffering from the same issue I've been having which is a problem Unreal has with Global Illumination.
For now, the way I've fixed that issue is go to the World Settings of your map and in the Lightmass panel set Num Indirect Lighting Bounces to 0(zero) which should effectively turn off GI.
Hope this helps, and hope this gets fixed soon too!
https://answers.unrealengine.com/questions/92819/lightmap-uv-alignment.html
http://www.reddit.com/r/UE4Devs/comments/246whl/the_most_important_thing_about_lightmaps/
I haven't been working too much with lightmass in UE4, been using mostly dynamic lighting for test scenes.