I've helping create a game demo and using a modular asset workflow. In one room the lighting looks great when I build a preview. But in other rooms it appears cut off between mesh pieces or like there's a light source that doesn't exist. I've seen this in Unity and it was usually fixed with checking out the light maps and fixing any errors within it. All the light maps I have for these pieces are correct. I've played with static and stationary lighting set ups and higher values as well. I've also adjusted the LightMap resolution just to see if a higher setting would fix it. It did not.
So, I've deleted the lighting in this particular room and started with the default settings of the Point Light. The floor is having a similar issue but harder to see with darker colors. The walls are no longer a problem. That I've noticed.
Thank you for the help. I've been frustrated with this for a few days. I created post not realizing this was a common issue and the searches I made didn't include the phrase "UE4 modular meshes lighting seam". So, those countless posts on Polycount didn't show up in my search for answers.
Spotty lighting...played with the World Settings Lightmass settings and it didn't seem to fix the problem. I've tried various Unreal AnswerHub threads. At the moment, I've got nothing. If I find the answer before a reply, I'll share the information here.
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https://forums.unrealengine.com/development-discussion/content-creation/18356-modular-asset-lighting-problem?46269-Modular-Asset-Lighting-Problem=
Spotty lighting...played with the World Settings Lightmass settings and it didn't seem to fix the problem. I've tried various Unreal AnswerHub threads. At the moment, I've got nothing. If I find the answer before a reply, I'll share the information here.