I am facing a bit of a conundrum here.
To illuminate my indoor scene I'm using Stationary Directional Light with indirect lighting intensity of 40, and Static Sky Light with indirect lighting intensity of 2 that captures an HDR cubemap . The light comes through windows and illuminates the room with light bounces from walls and other surfaces. The Skylight in this case is used specifically to give an additional illuminated area around the points where Directional Light hits the surfaces.
However, that leaves me with some dark corners in places where light bounces do not reach.
My first thought was to just slap an additional Skylight with 0,05 intensity into the sceme, set it to Movable, disable shadows and call it a day. It does exactly what I needed - no more pitch black corners.
However, as you've might guessed, the engine does not like that, and gives me an error after light building.
Is there any way to go around this issue?
What I'm doing so far is building the light with Static Sky Light, then disable it (the lighting information remains because it was built), and enable the Movable Sky Light. But that does not feel like a proper solution.