So I’m trying to create a level and having some serious trouble with my lighting. I’m having lots of light bleeding in through the seams and things like that. Since I started I’ve cut the mesh into 3 smaller, but still large meshes, and I’ve increased the light map resolutions of all of them to 1024. I also have 0 overlapping UV (lots of fun), and Cast Inset Shadow and Cast Shadow as Two sided are both on. Should I continue to cut this thing into smaller pieces until it looks right or is something else wrong? Should I manually make light map UVs rather then letting UE4 generate them from the texture UVs that I manually made?
I also used to have a skylight in here but that made the bleeding a lot worse, don’t know if that was a skylight issue or just a more light coming through the bleeds issue.
An example of what is going on - bleeding a lot better than when I started. Also notice the totally black object on the left. I just noticed that and don’t know what’s causing that.
Here are the UVs and light map UVs for the three parts of the level.