Hi, You can stitch the edges together by selecting one edge in the uv editor, right-click and " stitch selected " . Click on the little square and put 0 in bias value.
Try decreasing the bias of the light that's casting shadows? I think it's 0.05 by default, 0.01 might give better results (at the expense of other glitches, but generally they can be easier to cope with). It's a tricky thing to balance.
MIP maps should always be enabled, however you can control when they are swapped in with a bias. You can also use better filtering algorithms than the box filter to get less blurry MIP images.
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First one is completely normal. It's a problem in every engine with shadow mapping tech. Can be adjusted by adjusting the shadow depth bias. Personally I'd just use a texture that's not solid colour to hide the artifacts.
Edge padding, I assume. It'll mip out rather quickly.. (though you are fairly close) Try looking at your albedo texture and use the mip bias preview slider to preview your texture when mipmapped.
In the texture preview window there is a Mip Bias Preview slider which allows you to do this. It works per texture though, not for the entire material. Click the magnifying glass icon next to your texture in the material editor to open the window.
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Can't figure out how to fix this, I tried making the wall thicker but didn't work. Playing with shadow bias can fix the leak but then the light falloff looks awful. Having backface on all of the objects on the top part also doesn't work.
moose: They're set to RenderTarget and LOD bias to -2. Actually, they look fine in the viewport gameview and play in editor. But when I start the level in an actual game, that's where I get inconsistent texture quality.