Try setting the static lighting level scale to something low like 0.1, and increase indirect lighting quality to at least 2. You can also try playing with the indirect lighting smoothness. Also, check this thread: https://forums.unrealengine.com/showthread.php?46269-Modular-Asset-Lighting-Problem
Anyone have any idea why this particular piece is shaded slightly darker than anything around it? You can see the same type of piece is having the same issue off in the very left of this image. As far as I know the object was identically mapped (abundant room in the lightmap UV), baked, textured, etc. so maybe it's a…
This is a problem that I encountered when doing some research for our new game. The simple solution is to combine the meshes using Windows>DeveloperTools>Merge Actors in Unreal. For some reason, even if the meshes are coincident, unreal will fail at creating a proper lightmap across two separate components. You can also…
This is a widely known issue with Lightmass with varying lighting results per object (per cpu core and object). You can go brute force with the quality settings as Obscura suggested but in larger levels that can easily push your rendering on a single machine from a couple of hours to days. The other way around would be to…
4.13 added cached shadow maps for stationary lights that behave like dynamic lights so this could be a step towards avoiding the pain that is lightmaps. I haven't tried it yet but it might be worth looking into.
if you mean the new shadow map caching, this is only a performance optimization for moveable lights to not update the shadow map each frame (since you can reuse the information from before if nothing has changed) and tbh this is an optimization that should have been in there a long time ago. Unfortunately it won't do…