Having several issues with baked lighting

Hello,

I’m having a couple issues when baking lighting with static meshes. The image below encompasses both of them. The mesh on the left is not being lit at all and the one on the right is essentially unlit with strange artifacts.Additionally, the right mesh remains visible when lighting is rebuild without any light sources and appears to slightly illuminate BPS around it (though that may be an unexpected effect from my BSP materials).

Both of these meshes were exported from UDK as .FBX but they worked fine there. Has this been a common issue so far regarding UDK export compatibility?

I did not have an importance volume. Having tried it now, it has had no effect. Both meshes have lightmap UVs and I’m not getting any errors when building.

Movable light is giving a far more desirable look.

Here is an additional scenario with lighting disabled and rebuilt. Notice the mesh is basically as illuminated as it was in the original image.

Do you have a lightmass importance volume? And have you checked the lightmap UV’s of those meshes? The one on the right looks like it has overlapping UV’s

Weird then. How do they look with a dominant directional light or when you turn that point light into movable?

Also, did you make sure everything you wanted to build was inside the volume?

Did you check the light map uv’s or just assume that they are correct because they were in UDK? From my experience UDK stored lightmaps different to how UE4 will use them so I ended up redoing allot of lightmaps after. export - obj to fbx convert - redo lightmap - import to UE4