I have heard the ways you connect the wall can matter. The only reason I can think of that this would be the case is because in the first example the lightmass engine is treating the top wall as 1 face - even the part that overlaps. Unsure about UE4 but I know unity and source behaves funny in this way, doing it's best to…
After some experimenting, I noticed that increasing the Lightmass quality (Indirect Lighting Quality, Static Level Scale) did not help much with removing the black edges. I got much better results however when I started aligning my second UV channel to the grid, which pretty much confirmed my suspicions that the issue was…
The left example is what I used. I took walls and ceiling and placed them very close to each other. I'm still thinking it might be the actual lightsources. The reason why AO/shadows shows up is because when light enters the scene, there's not enough bounces happening, and you end up with creases that are filled with…
Thanks for the suggestions, I will increase my lightmass settings and see if that helps. The previous screengrabs were built on High settings Light quality. I have tried production quality and the result was better indirect and smoother lightmaps, but the black edges have remained and even became more prominent on some…
There's a setting in lightmass called "lighting scale". I remember setting it to a really small number (or half of the default) and that helped mitigate that issue. Be warned however, it increased light baking times BY A LOT. However, it helped smooth out a lot of shadows because you're tricking the engine to render using…