Lighting blown out on just one mesh

So I’ve set up an interior scene. I have a directional light in the scene, but I’ve set it so that it doesn’t effect anything in the scene, I’ve Put a lightmass importance volume in the scene, I’ve adjusted the global post processing auto exposure, but I’m still getting a blown out floor. I’ve tried it with a static mesh, and a BSP. What hapens is that at least with the BSP i’m getting cast shadows on the floor like I’m supposed to but if I click anything in the editor, to move, click on to select an object, anything. the lighting is blown out again.

I’m not sure what to do. If anyone has any ideas or suggestions on what might be wrong, I would appreciate the help!

Every time you move an object in editor it loses its lighting data and the lighting will have to be recalculated.